Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Talent Point Planner 1.7.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Halfling |
Class | Rogue |
Level / Exp | 18 / 84% |
Size | small |
Lifes / Deaths | Killed by Vorelaith the sick warg at level 13 on the 6th Flare 122nd year of Ascendancy at 18:18 0 / 6Killed by Aund the thalore at level 17 on the 27th Dusk 122nd year of Ascendancy at 09:16 Killed by Zubugama the bandit at level 17 on the 28th Dusk 122nd year of Ascendancy at 13:56 Killed by Eilinedathra the bandit lord at level 17 on the 29th Dusk 122nd year of Ascendancy at 03:56 Killed by steamgun turret at level 17 on the 30th Dusk 122nd year of Ascendancy at 05:18 Killed by Isedama the large brown snake at level 18 on the 35th Dusk 122nd year of Ascendancy at 16:00 |
Primary Stats
Strength | 21 (base 13) |
Dexterity | 48 (base 34) |
Constitution | 13 (base 10) |
Magic | 23 (base 10) |
Willpower | 20 (base 10) |
Cunning | 58 (base 43) |
Resources
Life | -24/457 |
Stamina | 120/176 |
Healing Factor | 1.2483363011315 |
Regeneration | 26.788604918711 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -2.2204460492503E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 6 |
Infravision | 7 |
See Stealth | 40.043810120534 |
See Invisible | 48.043810120534 |
Offense: Mainhand
Damage | 56 |
Accuracy | 35 |
Crit Chance | 27% |
APR | 18 |
Speed | 1.00 |
Offense: Offhand
Damage | 35 |
Accuracy | 35 |
Crit Chance | 31% |
APR | 22 |
Speed | 1.00 |
Offense: Spell
Spellpower | 10.5 |
Crit Chance | 17% |
Speed | 1 |
Offense: Mind
Mindpower | 31 |
Crit Chance | 26% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +15% |
Lightning | +32% |
Light | +10% |
Temporal | +12% |
Nature | +10% |
Physical | +7% |
Cold | +7% |
All | 0% |
Offense: Damage Penetration
Nature | +15% |
Acid | +10% |
Darkness | +15% |
All | +5% |
Defense: Base
Armour (hardiness) | 18 (49.007671158813%) |
Defense | 41 |
Ranged Defense | 41 |
Fatigue | 0 |
Physical Save | 19 |
Spell Save | 23 |
Mental Save | 24 |
Defense: Resistances
Acid | + 22%( 70%) |
Cold | + 24%( 70%) |
All | + 11%( 70%) |
Darkness | + 38%( 70%) |
Light | + 38%( 70%) |
Temporal | + 16%( 70%) |
Lightning | + 37%( 70%) |
Fire | + 18%( 70%) |
Nature | + 19%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Blind Resistance | 12% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
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: TeleportationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to teleport randomly in a range of 82 with a minimum range of 15. Its effects scale with your Cunning stat. |
Class Talents
Cunning / Stealth | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Duelist | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 5/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
beneficial effect | The target is wreathed in shadows, increasing life regeneration by 20.4 and stamina regeneration by 5.9. Soothing Darkness |
beneficial effect | The target's critical strike damage bonus is increased by 19%. Shadowstrike |
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 |
Escort the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest) | active |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
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 | Runysus the pair of hardened leather boots (0 def, 3 armour) Runysus the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Random Unique] Master While equipped: Stats +3 Cun +3 Dex ----- def ----- Armour +3 Fatigue -5% Resists +6% acid +8% fire +9% nature +8% cold Phys.save +7 (+4 eff.) ---------- misc Max.enc +27 Disengage: Puts all charms on 15 cooldown Level 2.6 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 5 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 159% 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. A pair of boots made of leather. |
Light source | Summertide Phial 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.(69 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | shielding linen wizard hat of lightning (+18%) (1 def, 0 armour) shielding linen wizard hat of lightning (+18%) (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane/Nature While equipped: Stats +3 Mag dps ---------- Dmg.mod +12% lightning ----- def ----- Defense +1 (+0 eff.) Resists +18% lightning Spell.save +5 (+2 eff.) A pointy cloth hat, very wizardly... |
On hands | Spellhunt Remnants (2 def, 3 armour) Spellhunt Remnants (2 def, 3 armour)1.5 T2 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +6% Mind.pwr +6 (+3 eff.) Dmg.mod +10% nature Res.pen +10% nature ----- def ----- Armour +3 Defense +2 (+0 eff.) Spell.save +6 (+3 eff.) Max.HP +40.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
Tool | focusing ash totem of healing [power 188] (15 cooldown) focusing ash totem of healing [power 188] (15 cooldown)2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 188 Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
On fingers | warrior's copper ring of darkness (+20%) warrior's copper ring of darkness (+20%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +10% darkness ----- def ----- Armour +6 Resists +20% darkness Rings make your fingers look great! |
On fingers | Tohek the copper ring Tohek the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Str +2 Dex dps ---------- Mind.crit +3% On Hit (Melee): * 20% chance to reduce armor by 15% ----- def ----- Armour +6 Resists +6% acid Rings make your fingers look great! |
Around neck | copper amulet of vision copper amulet of vision0.1 T1 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Blind- +12% ---------- misc Infravis +3 Sight +2 See.Invis +5 Amulets make your neck look great! |
In main hand | Loamvault the steel dagger (104% power, 6 apr) Loamvault the steel dagger (104% power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Master Power 105% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +2.0% Res.pen +5% all Acc +7 (+3 eff.) Apr +8 Melee Ret 6 nature On Hit (Melee): * 20% chance to slow global speed by 47% ---------- misc Infravis +3 Sharp, short and deadly. |
Around waist | rough leather belt 'Eiliniretta' rough leather belt 'Eiliniretta'1.0 T1 belt armor [Rare] Nature While equipped: Stats +6 Dex +1 Cun +2 Con dps ---------- On Hit (Melee): * 20% chance to reduce armor by 15% ----- def ----- Crit.chn- 5.00% HP.reg +0.80 Heal.mod +12% A belt that goes around your waist. |
In off hand | Umbral Razor (129% power, 10 apr) Umbral Razor (129% power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 129% Range: 1.3x Uses 50% Cun, 50% Dex, 15% Mag Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 54.05 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Cloak | Lightningqueller (1 def, 0 armour) Lightningqueller (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +2 Mag dps ---------- Dmg.mod +9% lightning Melee Ret 4 lightning ----- def ----- Defense +1 (+0 eff.) Max.HP +30.00 ---------- misc Light +1 Infravis +1 See.Invis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Ce'Narin the cashmere robe (0 def, 0 armour) Ce'Narin the cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Rare] Nature While equipped: Stats +5 Str +4 Mag +6 Wil dps ---------- Dmg.mod +11% lightning +7% physical +12% temporal +7% cold Res.pen +5% acid Melee Ret 2 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +11% lightning +7% cold +6% temporal +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
wild infusion of the duelist (res 26%; physical; dur 3; cd 15) wild infusion of the duelist (res 26%; physical; dur 3; 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 cure yourself of one random physical effect and reduce all damage taken by 26% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Won't Break Stealth 100% Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Veloba the Deepsgrinder Veloba the Deepsgrinder0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +3 Wil dps ---------- Dmg.mod +3% darkness Melee Ret 4 darkness ----- def ----- Resists +6% temporal Phys.save +12 (+6 eff.) Spell.save +12 (+6 eff.) Mind.save +13 (+6 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Masteries +0.10 Cunning/Trapping Amulets make your neck look great! |
warrior's steel amulet of strength (+4) warrior's steel amulet of strength (+4)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Str ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.20 Amulets make your neck look great! |
rogue's copper ring of fire (+20%) rogue's copper ring of fire (+20%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +10% fire ----- def ----- Defense +4 (+1 eff.) Resists +20% fire Rings make your fingers look great! |
Duvafang the dwarven-steel dagger (114% power, 7 apr) Duvafang the dwarven-steel dagger (114% power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Arcane Power 114% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +9 cold While equipped: Stats +3 Cun +7 Str ----- def ----- Crit.chn- 15.00% ---------- misc Infravis +3 Sharp, short and deadly. |
Shantiz the Stormblade (111% power, 20 apr) Shantiz the Stormblade (111% power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Nature Power 111% Range: 1.3x Uses 100% Dex, 0% Cun Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Spellblaze Shard (120% power, 10 apr) Spellblaze Shard (120% power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 121% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Unerring Scalpel (111% power, 25 apr) Unerring Scalpel (111% power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 111% Range: 1.3x Uses 45% Cun, 55% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+8 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. |
enhanced steel greatsword (128% power, 2 apr) enhanced steel greatsword (128% power, 2 apr)3.0 T2 greatsword 2H weapon [Ego+] Nature Power 128% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% While equipped: Stats +6 Str +5 Dex +6 Mag +6 Wil +6 Cun +5 Con Massive two-handed swords. |
truestriking iron longsword of amnesia (101% power, 2 apr) truestriking iron longsword of amnesia (101% power, 2 apr)3.0 T1 longsword 1H weapon [Ego++] Master/Psionic Power 101% Range: 1.4x Uses 100% Str Dmg Physical 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) While equipped: dps ---------- Res.pen +6% physical Acc +7 (+3 eff.) Apr +6 ----- def ----- Disease- +15% Sharp, long, and deadly. It was changed by the digestive sack. |
Kor's Fall (100% power, 0 apr, fire element) Kor's Fall (100% power, 0 apr, fire element)5.0 T1 staff 2H weapon Reqs Mag 25 [Unique] Arcane Power 100% Range: 1.2x Uses 110% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+2 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 3.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 63.42 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (127). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
shimmering elven-wood vilestaff of might (129% power, 5 apr, blight element) shimmering elven-wood vilestaff of might (129% power, 5 apr, blight element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego] Arcane Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +13% Spell.pwr +12 (+3 eff.) Dmg.mod +25% blight ---------- misc Mana/turn +0.10 Max.mana +56.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Lavabait (103% power, 2 apr) Lavabait (103% power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Master Power 104% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * 10% chance to slow global speed by 47% While equipped: dps ---------- Res.pen +10% fire Acc +6 (+3 eff.) ----- def ----- Defense +5 (+1 eff.) Resists +3% temporal +3% fire Disarm- +23% One-handed war axes. |
Mighty Girdle Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Salywen Salywen1.0 T1 belt armor [Rare] Master While equipped: ----- def ----- Armour +2 Resists +3% lightning +3% acid +5% cold +9% mind +6% fire A belt that goes around your waist. |
Lisalerin the Gleambore (1 def, 0 armour) Lisalerin the Gleambore (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +1 Dex dps ---------- Dmg.mod +3% light +6% acid Acc +4 (+2 eff.) Apr +4 ----- def ----- Defense +1 (+0 eff.) Resists +9% lightning ---------- misc Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ragumarig the linen cloak (7 def, 0 armour) Ragumarig the linen cloak (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: ----- def ----- Defense +7 (+2 eff.) Resists +6% acid Phys.save +6 (+3 eff.) Spell.save +3 (+1 eff.) Disease- +10% Cut- +10% Stun/Frz- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak (1 def, 0 armour) resilient linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+0 eff.) Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen robe 'Mardegas' (13 def, 2 armour) linen robe 'Mardegas' (13 def, 2 armour)2.0 T1 cloth armor [Rare] Master While equipped: dps ---------- Crit.mult +5.00% Res.pen +5% physical ----- def ----- Armour +2 Defense +13 (+4 eff.) Resists +7% all Phys.save +19 (+10 eff.) ---------- misc Max.stam +30.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe of nature (+15%) (0 def, 0 armour) linen robe of nature (+15%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +10% nature ----- def ----- Resists +15% nature +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Glitterquell (0 def, 1 armour) Glitterquell (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +4 Dex +2 Cun +2 Con dps ---------- Melee Ret 2 light ----- def ----- Armour +1 Crit.chn- 15.00% Phys.save +11 (+6 eff.) Mind.save +11 (+5 eff.) A pair of boots made of leather. |
Quenchwar (0 def, 3 armour) Quenchwar (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Wil +2 Cun +1 Con dps ---------- Dmg.mod +6% cold Res.pen +25% acid ----- def ----- Armour +3 Fatigue +2% Phys.save +6 (+3 eff.) Spell.save +7 (+3 eff.) Mind.save +6 (+3 eff.) ---------- misc Light +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 39.81 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
polar dwarven-steel gauntlets of magic (+3) (0 def, 2 armour) polar dwarven-steel gauntlets of magic (+3) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Arcane/Nature While equipped: Stats +3 Mag dps ---------- Melee+ 7 cold Dmg.mod +6% arcane +3% cold ----- def ----- Armour +2 Fatigue +3% Resists +6% cold 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. |
sand rough leather gloves of strength (+2) (0 def, 6 armour) sand rough leather gloves of strength (+2) (0 def, 6 armour)1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+3 eff.) Melee+ 5 physical Dmg.mod +3% physical ----- def ----- Armour +6 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. |
Aeryrevea the Frozenrazor (0 def, 1 armour) Aeryrevea the Frozenrazor (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% cold On Hit (Melee): * 10% chance to slow global speed by 47% ----- def ----- Armour +1 Fatigue +1% Resists +3% lightning +5% fire +6% darkness +9% cold A cap made of leather. |
insulating linen wizard hat of nature (+5%) (1 def, 0 armour) insulating linen wizard hat of nature (+5%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +10% nature ----- def ----- Defense +1 (+0 eff.) Resists +5% fire +15% nature +6% cold A pointy cloth hat, very wizardly... |
linen wizard hat (1 def, 0 armour) linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Normal] While equipped: ----- def ----- Defense +1 (+0 eff.) A pointy cloth hat, very wizardly... |
Xerodath (6 def, 11 armour) Xerodath (6 def, 11 armour)9.0 T2 light armor [Random Unique] Nature/Master While equipped: dps ---------- Melee+ 6 fire Ranged+ 5 fire Dmg.mod +6% mind Res.pen +5% mind +25% blight ----- def ----- Armour +11 Defense +6 (+2 eff.) Fatigue +7% Resists +19% acid +12% fire +21% physical Phys.save +12 (+6 eff.) A suit of armour made of leather. |
rough leather armour (3 def, 2 armour) rough leather armour (3 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
6 agate 6 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. |
106 alchemist agate 106 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. |
onyx onyx0.0 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. |
aquamarine aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal 2 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz 3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+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. |
woodsman's iron pickaxe (dig speed 37 turns) woodsman's iron pickaxe (dig speed 37 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 spinel 6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Rhurek Rhurek1.0 T3 lite [Rare] Psionic While equipped: Stats +2 Dex +2 Mag dps ---------- Crit.mult +10.00% Mind.pwr +10 (+5 eff.) Res.pen +10% mind ----- def ----- Resists +3% acid Mind.save +6 (+3 eff.) ---------- misc Light +6 See.Stealth +5 See.Invis +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern 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. |
bright brass lantern of health bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +48.00 ---------- 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. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 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. |
Crystal Focus Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Chillream the elm totem of thorny skin [power 15] (20 cooldown) Chillream the elm totem of thorny skin [power 15] (20 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +6% physical Acc +10 (+4 eff.) Melee Ret 2 cold ----- def ----- Phys.save +9 (+5 eff.) Harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30% Puts all charms on 20 cooldown 100% to gain a 11% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Xanuta [power 116] (15 cooldown) Xanuta [power 116] (15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +3% acid +12% temporal Sting an enemy dealing 128 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
Shimmerwrither [power 170] (15 cooldown) Shimmerwrither [power 170] (15 cooldown)2.0 T2 wand charm [Random Unique] Arcane While equipped: ----- def ----- Resists +15% lightning +3% darkness Create a radius 3 storm for 5 turns. Each turn, creatures within take 44 lightning damage and will be dazed for 1 turn (224 total damage) Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. 100% to reduce 1 talent cooldowns by 2. 100% to gain a 10% 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. |
7 ametrine 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. |
4 citrine 4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Amyra the Halfling Rogue level 10
1st Summertide 122nd year of Ascendancy at 23:58 see stats
By Amyra the Halfling Rogue level 7
4th Mirth 122nd year of Ascendancy at 16:59 see stats
By Amyra the Halfling Rogue level 13
1st Dusk 122nd year of Ascendancy at 19:26 see stats
By Amyra the Halfling Rogue level 15
6th Dusk 122nd year of Ascendancy at 14:12 see stats
Log
Amyra uses Luck of the Little Folk.
Amyra seems more aware.
Amyra uses Throwing Knives.
Amyra's Throwing Knife performs a melee critical strike against Rattlesnake!
Amyra's Throwing Knife hits Rattlesnake for 68 physical damage.
Amyra's Throwing Knife killed Rattlesnake!
Imploding (slow) from Isedama the large brown snake hits Amyra for 59 physical damage.
Burning from Isedama the large brown snake hits Amyra for 36 fire damage.
Glorygann, the lost sun paladin activates Chant of Fortress.
Isedama the large brown snake uses Kinetic Surge.
Amyra reacts to damage from Isedama the large brown snake, mitigating the blow!.
Amyra shrugs off the effect 'Stunned'!
Isedama the large brown snake hits Amyra for (24 reacted , -5 stam), 65 physical (65 total damage).
Amyra shakes off the crushing forces.
Amyra shakes free of the telekinetic binding
Talent Disengage is ready to use.
Talent Expose Weakness is ready to use.
Talent Venomous Strike is ready to use.
Burning from Isedama the large brown snake hits Amyra for 36 fire damage.
Amyra uses Infusion: Regeneration.
Amyra starts regenerating health quickly.
You sense that Something has taken notice of you ...
Glorygann, the lost sun paladin says: 'Help! Isedama the large brown snake to the east!'
You sense that Something has taken notice of you ...
Isedama the large brown snake deactivates Kinetic Aura.
Amyra reacts to damage from Isedama the large brown snake, mitigating the blow!.
Amyra resists the punch!
Isedama the large brown snake hits Amyra for (33 reacted , -5 stam), 89 physical (89 total damage).
Amyra the level 18 halfling rogue was skewered to death by Isedama the large brown snake on level 1 of Old Forest.