












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | OldRPG Redeemed - 1 of 2 1.7.6Yet another rework of the OldRPG tileset. Compatible with Orcs, Cults, and Ashes. Both parts are required. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Lazy Unlocker 1.7.6Adds a menu item to permanently unlock everything. Probably only use this after you've unlocked all the things you wanted to unlock through normal play and just want to get everything else all at once. 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:
OldRPG Redeemed - 2 of 2 1.7.6Yet another rework of the OldRPG tileset. Compatible with Orcs, Cults, and Ashes. Both parts are required. 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 Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Doomelf |
| Class | Reaver |
| Level / Exp | 18 / 71% |
| Size | medium |
| Lifes / Deaths | Killed by skeleton archer at level 9 on the 4th Mirth 122nd year of Ascendancy at 19:34 1 / 4Killed by Gledhenne the treant at level 11 on the 2nd Dusk 122nd year of Ascendancy at 10:50 Killed by Salariwe the thief's temporal clone at level 14 on the 12nd Dusk 122nd year of Ascendancy at 07:24 Killed by Salariwe the thief at level 17 on the 30th Dusk 122nd year of Ascendancy at 05:52 |
Primary Stats
| Strength | 18 (base 16) |
| Dexterity | 34 (base 31) |
| Constitution | 14 (base 10) |
| Magic | 64 (base 46) |
| Willpower | 21 (base 10) |
| Cunning | 16 (base 10) |
Resources
| Life | 374/386 |
| Vim | 105/105 |
| Healing Factor | 1.1372895330004 |
| Regeneration | 0.28432238325011 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 3 |
| See Stealth | 15 |
| See Invisible | 17 |
Offense: Mainhand
| Damage | 14 |
| Accuracy | 52 |
| Crit Chance | 21% |
| APR | 10 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 8 |
| Accuracy | 52 |
| Crit Chance | 12% |
| APR | 9 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 43 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +3% |
| Light | +10% |
| Blight | +24% |
| Cold | +38% |
| All | 0% |
Offense: Damage Penetration
| Blight | +15% |
| Acid | +15% |
| All | +5% |
Defense: Base
| Armour (hardiness) | 16 (38.594633868923%) |
| Defense | 37 |
| Ranged Defense | 37 |
| Fatigue | 0 |
| Physical Save | 16 |
| Spell Save | 30 |
| Mental Save | 18 |
Defense: Resistances
| Blight | + 22%( 70%) |
| Arcane | + 12%( 70%) |
| Mind | + 15%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 24%( 70%) |
| Light | + 35%( 70%) |
| Temporal | + 10%( 70%) |
| Cold | + 52%( 70%) |
| Fire | + 21%( 70%) |
| Nature | + 34%( 70%) |
Defense: Immunities
| Silence Resistance | 42% |
| Bleed Resistance | 20% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 22% |
| Poison Resistance | 12% |
| Blind Resistance | 31% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 178 then cleanse 1 wound, poison, and disease effect. 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: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 420 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
| Corruption / Scourge | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Reaving combat | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Vim | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Sanguisuge | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Bone | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Corruption / Plague | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Race / Doomelf | 1.00 |
| 1/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Corruption / Torment | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Ruin |
| talent | Bone Shield |
| talent | Corruption of the Doomed |
| beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage. Frozen Ground |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
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 must explore the renegade Shaloren camp. | active |
You failed to protect the lost defiler from death by Aerybrelaith the black crystal. Escort: lost defiler (level 2 of Scintillating Caves) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved 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 |
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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed snow giant kidney. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * '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.' * '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.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| On feet | Frost Treads (1 def, 4 armour)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 | Summertide Phial1.0 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. |
| On head | Glywe the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +3% temporal +7% cold +6% fire +3% nature +6% mind Die.at -80.00 life Max.HP +20.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Unrahad the Skyjeer (0 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% lightning +3% cold Acc +6 (+2 eff.) ----- def ----- Armour +1 Resists +12% lightning +18% cold Phys.save +5 (+4 eff.) Mind.save +6 (+4 eff.) Disarm- +22% 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. |
| Tool | evasive elm wand of lightning storm [power 116] (2/15 cooldown)2.0 T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 23 lightning damage and will be dazed for 1 turn (119 total damage) Puts all charms on 15 cooldown 100% to gain a 12% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | steel ring 'Arinor'0.1 T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +1 Wil +2 Cun +3 Con dps ---------- S.pwr/crit +6 Melee+ 8 physical Ranged+ 6 physical Phasing +30% On Hit (Melee): * 11% chance to reduce all saves and defense by 16 On Hit (Ranged): * 10% chance to reduce all saves and defense by 16 ----- def ----- Resists +7% nature +6% blight Spell.save +11 (+5 eff.) Poison- +12% Disease- +10% ---------- misc Hate/m.crit +2.00 Max.stam +13.00 Max.hate +6.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
| On fingers | steel ring 'Elenaldil'0.1 T2 ring jewelry [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +16% blight ----- def ----- Armour +6 Resists +10% blight +3% cold +6% lightning Blind- +31% Silence- +21% ---------- misc Mana/turn +0.12 Infravis +3 See.Stealth +5 See.Invis +7 Rings make your fingers look great! |
| Around neck | Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
| In main hand | Skullcleaver (120% power, 4 apr)3.0 T1 waraxe 1H weapon [Unique] Arcane Power 121% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
| Around waist | Bregaleg1.0 T1 belt armor [Rare] Master While equipped: ----- def ----- Armour +2 Defense +15 (+6 eff.) Resists +9% nature +3% mind Stealth +6 Cut- +20% Def/telep +5 Res/telep +5% Dur/telep +5% A belt that goes around your waist. |
| In off hand | Pyresnake the steel longsword (114% power, 3 apr)3.0 T2 longsword 1H weapon [Random Unique] Arcane/Master Power 114% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Hit.r1 +6 fire On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Res.pen +10% acid +5% all Acc +6 (+2 eff.) Apr +6 Melee Ret 6 fire ----- def ----- Resists +9% fire Sharp, long, and deadly. |
| Cloak | linen cloak 'Eradeharalen' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Dex +7 Mag +1 Wil dps ---------- Res.pen +10% blight ----- def ----- Defense +1 (+1 eff.) Resists +5% arcane A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | linen robe of Angolwen (0 def, 0 armour)2.0 T1 cloth armor [Ego+] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.pwr +6 (+2 eff.) S.pwr/crit +3 ----- def ----- Resists +7% all Silence- +21% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion of the wizard (heal 168; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 168 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the sneak (speed 448%; cd 15)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 increase movement speed by 448% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 622%; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 622% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Prismatic Rune (6 turns; lightning, cold, arcane, physical)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 lightning, 4 cold, 3 arcane, 4 physical Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Kynaristir0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +4 Con dps ---------- Phys.crit +2.0% Phasing +10% Melee Ret 4 physical ----- def ----- Defense +5 (+3 eff.) Resists +11% mind Confus- +20% Amulets make your neck look great! |
starlit copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% light +11% darkness Blind- +20% Amulets make your neck look great! |
savior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +6 (+5 eff.) Spell.save +7 (+3 eff.) Mind.save +6 (+4 eff.) Rings make your fingers look great! |
Glitterravager (100% power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Arcane Power 100% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +4 light On Hit.r1 +6 fire On Hit: * 10% chance to gain 10% of a turn (3/turn limit) While equipped: ----- def ----- Resists +6% light Sharp, short and deadly. |
Hellwrecker the iron dagger (111% power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Master Power 111% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +16 fire While equipped: Stats +1 Dex dps ---------- Res.pen +5% fire ---------- misc Stam/turn +1.00 Max.stam +10.00 Sharp, short and deadly. |
Lustrehue (100% power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Psionic Power 100% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +8 darkness +16 nature Against +6% Living On Hit.r1 +12 light While equipped: dps ---------- Dmg.mod +3% light Res.pen +5% mind +5% nature ---------- misc Light +2 Sharp, short and deadly. |
Silent Blade (129% power, 10 apr)1.0 T2 dagger 1H weapon Reqs Cun 25 [Unique] Master Power 129% Range: 1.3x Uses 35% Str, 65% Dex Dmg Physical 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. |
Unerring Scalpel (111% power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 111% Range: 1.3x Uses 45% Str, 55% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+6 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. |
balanced iron dagger of erosion (100% power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Nature/Master Power 100% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +6 nature While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +6 (+3 eff.) Disarm- +22% Sharp, short and deadly. |
chilling iron dagger of the mystic (97% power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Arcane Power 97% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +5 cold While equipped: Stats +2 Mag +2 Wil dps ---------- Spell.pwr +5 (+2 eff.) Sharp, short and deadly. |
elemental steel dagger of massacre (117% power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Arcane/Master Power 117% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * Create an explosion dealing 74 lightning damage (1/turn) While equipped: dps ---------- Dmg.mod +7% lightning Res.pen +9% lightning Sharp, short and deadly. |
plaguebringer's steel dagger (100% power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Arcane Power 100% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 blight On Hit: 20% Epidemic 2 On Hit: * 7% chance to reduce strength, dexterity, and constitution by 22 While equipped: ----- def ----- Disease- +13% Sharp, short and deadly. |
ash starstaff 'Xerurethra' (111% power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Random Unique] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +1 Con dps ---------- Spell.crit +9% Spell.pwr +15 (+5 eff.) Dmg.mod +15% lightning ----- def ----- Resists +8% lightning Die.at -80.00 life ---------- misc Mana/turn +0.13 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
iron waraxe (102% power, 2 apr)3.0 T1 waraxe 1H weapon [Normal] Power 102% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% One-handed war axes. |
steel waraxe 'Unlighttaint' (122% power, 3 apr)3.0 T2 waraxe 1H weapon [Random Unique] Arcane/Master/Psionic Power 122% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +20 darkness On Hit.r1 +4 arcane On Hit: * Create an explosion dealing 74 cold damage (1/turn) * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: dps ---------- Dmg.mod +3% arcane +9% cold Res.pen +5% arcane +8% cold ----- def ----- Resists +3% darkness One-handed war axes. |
Betharavena the rough leather belt1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +3 (+1 eff.) Acc +15 (+5 eff.) ----- def ----- Resists +3% lightning Phys.save +6 (+5 eff.) Poison- +10% Disease- +20% A belt that goes around your waist. |
Grinehir (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Wil +1 Mag ----- def ----- Defense +1 (+1 eff.) Resists +12% acid +3% temporal +6% cold Max.HP +32.00 ---------- misc See.Invis +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Chartrial the linen robe (0 def, 0 armour)2.0 T1 cloth armor [Rare] Nature While equipped: dps ---------- Phys.crit +3.0% Dmg.mod +12% fire +12% cold Res.pen +5% mind +15% fire ----- def ----- Resists +18% cold +7% all Phys.save +9 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Broderak the pair of rough leather boots (3 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: ----- def ----- Armour +1 Defense +3 (+2 eff.) Resists +3% physical Spell.save +18 (+9 eff.) Blind- +10% Poison- +10% Evasion: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 25% chance to evade melee and ranged attacks and 17 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
pair of iron boots 'Flashkarma' (15 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun +1 Con dps ---------- Res.pen +5% lightning ----- def ----- Armour +3 Defense +15 (+6 eff.) Fatigue +2% Resists +3% temporal +9% fire Phys.save +11 (+7 eff.) Mind.save +11 (+6 eff.) Die.at -20.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Chilltreason' (0 def, 3 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% blight +12% temporal Res.pen +5% blight +10% cold Melee Ret 4 temporal ----- def ----- Armour +3 ---------- misc Infravis +1 A pair of boots made of leather. |
pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 ---------- misc Stam/turn +0.40 Max.stam +12.00 A pair of boots made of leather. |
Emyta (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Nature/Disrupt/Master While equipped: Stats +3 Dex dps ---------- Phys.pwr +5 (+3 eff.) Melee+ 6 fire Dmg.mod +5% fire Acc +19 (+6 eff.) Apr +7 Melee Ret 4 acid ----- def ----- Armour +2 Fatigue +3% Resists +7% blight +6% fire +3% mind +12% acid Spell.save +13 (+6 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
rough leather gloves 'Poruwen' (0 def, 6 armour)1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 6 physical Dmg.mod +3% physical ----- def ----- Armour +6 Resists +6% fire +5% arcane +12% temporal ---------- misc Max.hate +4.00 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. |
Flashblur (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +3% lightning On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +3 Fatigue +5% Resists +12% acid +10% light +12% fire +5% arcane +11% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Nuldir the iron helm (15 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Mag dps ---------- Acc +5 (+2 eff.) ----- def ----- Armour +3 Defense +15 (+6 eff.) Fatigue +5% Resists +10% light +11% darkness ---------- misc Stam/turn +1.00 Max.stam +30.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Cyrebreta' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 10 arcane resource burn * 10% chance to reduce all saves and defense by 16 ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +5% temporal +6% light +6% blight +3% nature Spell.save +6 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Ce'Nivena' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +5 Str +1 Dex +2 Con ----- def ----- Armour +1 Fatigue +1% ---------- misc See.Invis +15 A cap made of leather. |
5 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
123 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 96.36 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 96.36 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Shadowwind2.0 T1 lite [Rare] Nature While equipped: dps ---------- Melee Ret 2 blight On Hit (Melee): * 10% chance to reduce damage dealt by 14% ----- def ----- Resists +3% darkness Phys.save +5 (+4 eff.) Heal.mod +12% ---------- misc Mana/s.crit +2.00 Max.vim +30.00 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. |
brass lantern2.0 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. |
Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 127.24 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Balechik [power 2] (2/25 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: Stats +1 Dex +4 Cun +2 Con Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to increase all damage by 14% for 2 turns. 100% to increase the duration of 2 beneficial effects by 1. 100% to heal for 30. Torques are made by powerful psionics to store psionic powers. |
Betywyn the Ravenimmortal [power 105] (2/15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Res.pen +5% darkness Melee Ret 4 fire ----- def ----- Resists +3% acid +3% cold +6% light +6% blight Blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
7 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Hell has no fury like a demon scorned! (Insane (Adventure) difficulty)
Escaped the Searing Halls.By Reave Daddy the Doomelf Reaver level 6
77th Pyre 122nd year of Ascendancy at 20:48 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Reave Daddy the Doomelf Reaver level 10
5th Mirth 122nd year of Ascendancy at 03:13 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Reave Daddy the Doomelf Reaver level 9
4th Mirth 122nd year of Ascendancy at 23:26 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Reave Daddy the Doomelf Reaver level 13
7th Dusk 122nd year of Ascendancy at 10:39 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Reave Daddy the Doomelf Reaver level 10
4th Flare 122nd year of Ascendancy at 13:39 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Reave Daddy the Doomelf Reaver level 15
21st Dusk 122nd year of Ascendancy at 23:59 see stats
Log
Reave Daddy wears (replacing savior's copper ring): steel ring 'Arinor'.
Reave Daddy wears (replacing Betharavena the rough leather belt): Bregaleg.
You gain 12.91 gold from the transmogrification of Galarin [power 105] (2/15 cooldown).
You gain 0.10 gold from the transmogrification of quiver of elm arrows (16/16, 111% power, 5 apr).
You gain 0.67 gold from the transmogrification of iron plate armour of temporal resistance (0 def, 7 armour).
You gain 0.87 gold from the transmogrification of rough leather armour of fire resistance (3 def, 2 armour).
You gain 1.18 gold from the transmogrification of cured leather armour of stability (6 def, 4 armour).
You gain 11.18 gold from the transmogrification of Pureviper the rough leather armour (3 def, 2 armour).
You gain 8.22 gold from the transmogrification of rejuvenating steel mail armour of cold resistance (2 def, 6 armour).
You gain 1.11 gold from the transmogrification of iron mail armour of clarity (2 def, 4 armour).
You gain 8.48 gold from the transmogrification of rough leather cap 'Layonn' (0 def, 1 armour).
You gain 0.65 gold from the transmogrification of iron helm of dexterity (+2) (0 def, 3 armour).
You gain 1.14 gold from the transmogrification of cleansing rough leather cap of strength (+2) (0 def, 1 armour).
You gain 5.75 gold from the transmogrification of restful hardened leather gloves of dexterity (+2) (0 def, 2 armour).
You gain 6.96 gold from the transmogrification of Chillblast the linen robe (0 def, 0 armour).
You gain 0.38 gold from the transmogrification of grounding rough leather belt.
You gain 3.16 gold from the transmogrification of elemental steel waraxe of massacre (117% power, 3 apr).
You gain 1.24 gold from the transmogrification of chilling steel waraxe (109% power, 3 apr).
You gain 3.96 gold from the transmogrification of elm starstaff of channeling (100% power, 2 apr, darkness element).
You gain 0.25 gold from the transmogrification of elm magestaff (100% power, 2 apr, lightning element).
You gain 6.14 gold from the transmogrification of warbringer's iron longsword of phasing (103% power, 8 apr).
You gain 2.65 gold from the transmogrification of flaming steel dagger of daylight (100% power, 6 apr).
You gain 1.24 gold from the transmogrification of chilling steel dagger (100% power, 6 apr).
You gain 4.15 gold from the transmogrification of balanced iron battleaxe of erosion (113% power, 1 apr).
You gain 9.37 gold from the transmogrification of Obsidianwell.
You gain 1.70 gold from the transmogrification of biting gale rune of the psychic (damage 119; dur 4; cd 18).
There is a next level here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.




















































































