










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! No more creaky door 1.2.5Got rid of the most anoying door creaks. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.2This 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 | Skeleton |
| Class | Bulwark |
| Level / Exp | 18 / 11% |
| Size | medium |
| Lifes / Deaths | Killed by Vorinn the red crystal at level 15 on the 11st Dusk 122nd year of Ascendancy at 15:43 0 / 6Killed by Igoma the dwarf at level 16 on the 17th Dusk 122nd year of Ascendancy at 09:44 Killed by ritch flamespitter at level 16 on the 23rd Dusk 122nd year of Ascendancy at 08:32 Killed by The Withering Thing at level 17 on the 24th Dusk 122nd year of Ascendancy at 12:06 Killed by Emodheda the brown bear at level 17 on the 29th Dusk 122nd year of Ascendancy at 10:00 Killed by Salydheda the dire wolf at level 18 on the 29th Dusk 122nd year of Ascendancy at 16:27 |
Primary Stats
| Strength | 66 (base 46) |
| Dexterity | 35 (base 12) |
| Constitution | 21 (base 18) |
| Magic | 27 (base 27) |
| Willpower | 19 (base 10) |
| Cunning | 14 (base 10) |
Resources
| Life | -99/631 |
| Stamina | 166/196 |
| Healing Factor | 1.094804467222 |
| Regeneration | 0.2737011168055 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 81 |
| Accuracy | 51 |
| Crit Chance | 15% |
| APR | 11 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 26 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +6% |
| Physical | +6% |
| Mind | +12% |
| All | 0% |
Offense: Damage Penetration
| Light | +10% |
| Fire | +5% |
| Physical | +27% |
| Mind | +5% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 34.317011280365 (72.903125182002%) |
| Defense | 27 |
| Ranged Defense | 27 |
| Fatigue | 17 |
| Physical Save | 44 |
| Spell Save | 22 |
| Mental Save | 22 |
Defense: Resistances
| Acid | + 3%( 70%) |
| Temporal | + 21%( 70%) |
| Darkness | + 12%( 70%) |
| Lightning | + 21%( 70%) |
| Mind | + 6%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Pinning Resistance | 21% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Fear Resistance | 100% |
| Disarm Resistance | 22% |
| Poison Resistance | 100% |
| Knockback Resistance | 21% |
Inscriptions (3/3)
| 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 235 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 20%, your defense is increased by 20 and all your resistances by 20%. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 2/5 |
| 4/5 |
| 1/5 |
| 2/5 |
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Effects
Quests
You failed to protect the lost sun paladin from death by Bethobeth the grizzly bear. Escort: lost sun paladin (level 2 of Norgos Lair) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
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 must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You 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 have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| On feet | grounding pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Nature/Master While equipped: ----- def ----- Armour +1 Resists +6% lightning +5% temporal ---------- misc Stam/turn +0.30 Max.stam +12.00 A pair of boots made of leather. |
| Light source | Bethusethra2.0 T1 lite [Rare] Master While equipped: dps ---------- Phys.pwr +10 (+3 eff.) Res.pen +20% physical Apr +1 ----- def ----- Resists +3% acid ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Xeromira the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Cun +3 Wil dps ---------- Crit.mult +20.00% ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +6% temporal ---------- misc Max.hate +2.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | iron gauntlets 'Coalguile' (15 def, 7 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 6 physical Dmg.mod +3% physical ----- def ----- Armour +7 Defense +15 (+8 eff.) Fatigue +1% Resists +3% darkness Phys.save +9 (+3 eff.) Poison- +10% 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 | Glareshaper the elm totem of thorny skin [power 16] (20 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +2 Dex dps ---------- Phys.crit +3.0% Res.pen +10% light Melee Ret 2 physical ----- def ----- Phys.save +9 (+3 eff.) ---------- misc Stam/turn +2.00 Harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30% Puts all charms on 20 cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
| On fingers | mule's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% ---------- misc Max.enc +21 Rings make your fingers look great! |
| On fingers | Poridheramira the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Mind.crit +1% Dmg.mod +3% mind Melee Ret 6 acid On Hit (Melee): * 10% chance to slow global speed by 40% * 10% chance to reduce armor by 25% ----- def ----- Resists +9% lightning Max.HP +21.00 Disarm- +22% Pinning- +21% Knockbk- +21% Rings make your fingers look great! |
| Around neck | Squalorviper0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +3 Con dps ---------- Dmg.mod +3% physical Res.pen +5% nature Acc +10 (+3 eff.) ---------- misc Max.stam +10.00 Masteries +0.10 Technique/Superiority Amulets make your neck look great! |
| In main hand | steel waraxe 'Armagarak' (14-20 power, 3 apr)3.0 T2 waraxe 1H weapon [Random Unique] Nature/Master Power 14.5 - 20.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +8 nature On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Crit.mult +15.00% Res.pen +5% mind +7% physical Acc +8 (+3 eff.) Apr +7 On Hit (Melee): * 10% chance to reduce all saves and defense by 15 One-handed war axes. |
| Around waist | rough leather belt 'Ravensun'1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Res.pen +5% fire ----- def ----- Resists +6% mind +9% darkness Max.HP +33.00 A belt that goes around your waist. |
| In off hand | iron shield 'Floezephyr' (0 def, 2 armour, 10-11 power, 24.5 block)7.0 T1 shield armor Reqs Shield usage training [Rare] Nature When used to Attack: Power 9.5 - 11.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +24 While equipped: Stats +1 Wil dps ---------- Mind.crit +2% Dmg.mod +9% mind +6% cold On Melee Ret: * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +2 Fatigue +8% Resists +10% temporal ---------- misc Max.hate +4.00 Talents +1 Block Handheld deflection devices. |
| Cloak | Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Main armor | enlightening dwarven-steel mail armour of implacability (3 def, 13 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +3 Cun +5 Wil ----- def ----- Armour +13 Defense +3 (+2 eff.) Fatigue +7% Phys.save +8 (+2 eff.) Mind.save +14 (+7 eff.) A suit of armour made of mail. |
Inventory
movement infusion of the sneak (speed 442%; 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 442% 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. |
Blood of Life0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Blood of Undeath0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
steel amulet of manastreaming0.1 T2 amulet jewelry [Ego+] Arcane While equipped: Stats +2 Mag dps ---------- S.pwr/crit +3 ---------- misc Mana/turn +0.10 Max.mana +24.00 Amulets make your neck look great! |
Gagayon the Abysslord (22-34 power, 2 apr)3.0 T2 battleaxe 2H weapon [Rare] Disrupt Power 22.5 - 33.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +12 fire On Hit.r1 +8 fire On Crit.r2 +12 acid On Crit: * Deals 31 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) While equipped: dps ---------- On Hit (Melee): * 20% chance to slow global speed by 40% * 10% chance to reduce armor by 25% Massive two-handed battleaxes. |
iron battleaxe of crippling (14-22 power, 1 apr)3.0 T1 battleaxe 2H weapon [Ego+] Master Power 14.5 - 21.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% Massive two-handed battleaxes. |
steel battleaxe 'Manutochik' (28-42 power, 2 apr)3.0 T2 battleaxe 2H weapon [Rare] Master Power 28.0 - 42.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +8 acid While equipped: ----- def ----- Defense +15 (+8 eff.) Resists +5% arcane +6% temporal Phys.save +12 (+4 eff.) Die.at -20.00 life Massive two-handed battleaxes. |
thought-forged dwarven-steel battleaxe (30-45 power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego] Psionic Power 30.0 - 45.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +7 mind On Hit: * 14% chance to reduce all saves and defense by 15 While equipped: Stats +3 Cun +2 Wil Massive two-handed battleaxes. |
hateful dwarven-steel dagger of dampening (18-23 power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Disrupt/Psionic Power 17.5 - 22.8 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +8 darkness Against +10% Living While equipped: ----- def ----- Resists +9% acid +8% lightning +12% cold +8% fire +2% all Spell.save +5 (+2 eff.) Sharp, short and deadly. |
iron greatmaul 'Phlegmshaper' (18-27 power, 1 apr)5.0 T1 greatmaul 2H weapon [Rare] Disrupt Power 18.0 - 27.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% On Hit: * 30% chance to slow global speed by 40% While equipped: dps ---------- Dmg.mod +3% mind Melee Ret 4 mind 6 cold On Hit (Melee): * 10% chance to reduce all saves and defense by 15 ----- def ----- Resists +9% mind Massive two-handed mauls. |
Glowcrypt the steel greatsword (20-33 power, 2 apr)3.0 T2 greatsword 2H weapon [Rare] Psionic Power 20.5 - 32.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +12 mind On Crit.r2 +8 light On Hit: * 14% chance to reduce all saves and defense by 15 While equipped: Stats +3 Cun +3 Wil ----- def ----- Resists +9% blight +9% light +3% lightning HP.reg +4.00 Massive two-handed swords. |
acidic steel greatsword (22-35 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Arcane Power 22.0 - 35.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 71 damage over 5 turns and reducing armor and accuracy by 9 Massive two-handed swords. |
iron longsword (12-18 power, 2 apr)3.0 T1 longsword 1H weapon [Normal] 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% Sharp, long, and deadly. |
Infernoriver the iron mace (13-18 power, 2 apr)3.0 T1 mace 1H weapon [Rare] Nature Power 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% On Crit.r2 +9 acid +7 nature While equipped: dps ---------- Dmg.mod +9% fire Res.pen +6% acid +5% cold +16% nature Apr +6 ----- def ----- Resists +9% nature +6% fire Blunt and deadly. |
iron mace of daylight (13-18 power, 2 apr)3.0 T1 mace 1H weapon [Ego] Arcane Power 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Melee+ +6 light Against +5% Undead Blunt and deadly. |
Bloomsoul (8-9 power, 13 apr, nature damage)3.0 T2 mindstar 1H weapon [Unique] Nature Power 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +13 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) ----- def ----- HP.reg +2.00 Heal.mod +20% ---------- misc Masteries +0.30 Wild-gift/Fungus Bloom Heal: (Instant) Level 1.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 16 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
Elora (6-6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 5.5 - 6.1 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Melee+ +8 physical On Crit.r2 +8 physical While equipped: Stats +3 Cun dps ---------- Mind.crit +2% Crit.mult +12.00% Mind.pwr +4 (+2 eff.) Dmg.mod +12% physical ----- def ----- Defense +5 (+3 eff.) Mind.save +9 (+5 eff.) ---------- misc Stam/turn +3.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Kinetic Focus (6-7 power, 18 apr, physical damage)3.0 T2 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 6.0 - 6.6 Physical Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +10% physical Res.pen +6% physical ----- def ----- Resists +10% physical Phys.save +6 (+2 eff.) ---------- misc Psi/m.crit +1.00 Talents +1 Psionic Maelstrom Masteries +0.10 Psionic/Kinetic mastery Kinetic energies are focussed in the core of this mindstar. |
gifted thorny mindstar of life (8-9 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature Power 8.0 - 8.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +11 (+6 eff.) ----- def ----- Max.HP +10.00 HP.reg +0.70 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
horrifying vined mindstar (6-6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 5.5 - 6.1 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Melee+ 4 mind 4 darkness Dmg.mod +3% mind +2% darkness ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
nature's vined mindstar (4-5 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 4.5 - 5.0 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +4% nature ----- def ----- Resists +4% blight Disease- +12% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Nightstun the cured leather sling4.0 T2 sling 1H weapon Reqs Shoot [Random Unique] Arcane/Master Acc+ +0.2% base dam (max 20%) Apr +2 Atk.spd 100% Range +7 Proj.spd +200% Ranged+ +7 cold While equipped: Stats +2 Str +1 Con dps ---------- Phys.crit +2.0% Phys.pwr +5 (+1 eff.) Dmg.mod +10% cold Res.pen +15% darkness Acc +6 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
overgrown steel steamgun of dampening4.0 T2 steamgun 1H weapon Reqs Shoot Steam Pool [Ego] Nature/Disrupt/Steamtech Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% On Hit: 10% Overgrowth 2 Uses 2.0 Steam While equipped: ----- def ----- Resists +9% acid +10% lightning +8% cold +7% fire +3% all Spell.save +5 (+2 eff.) HP.reg +0.70 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
balanced iron steamsaw of massacre (16-24 power, 0 apr)3.0 T1 steamsaw 1H weapon Reqs Steam Pool [Ego] Master/Steamtech Power 16.0 - 24.0 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +8 Uses 1.0 Steam While equipped: dps ---------- Acc +5 (+2 eff.) ----- def ----- Armour +2 Defense +9 (+5 eff.) Fatigue +4% Disarm- +22% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
exposing steel steamsaw of erosion (12-17 power, 0 apr)3.0 T2 steamsaw 1H weapon Reqs Steam Pool [Ego] Nature/Psionic/Steamtech Power 11.5 - 17.2 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +24 Melee+ +6 nature Uses 1.0 Steam While equipped: dps ---------- On Hit (Melee): * 6% chance to reduce all saves and defense by 15 On Melee Ret: * 16% chance to reduce all saves and defense by 15 ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Berudeleg (20-27 power, 3 apr)3.0 T2 waraxe 1H weapon [Random Unique] Arcane/Master Power 19.5 - 27.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +5 blight On Crit.r2 +8 blight On Hit: 20% Epidemic 2 On Hit: * 10% chance to reduce strength, dexterity, and constitution by 15 On Crit: * Splash the target with acid dealing 71 damage over 5 turns and reducing armor and accuracy by 9 While equipped: dps ---------- Melee Ret 2 blight ----- def ----- Disease- +10% ---------- misc Hate/m.crit +3.00 One-handed war axes. |
chilling dwarven-steel waraxe of massacre (26-36 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego] Arcane/Master Power 26.0 - 36.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +8 cold One-handed war axes. |
Kotokalthodil1.0 T1 belt armor [Rare] Disrupt While equipped: Stats +3 Str dps ---------- Mind.crit +1% ----- def ----- Resists +6% acid +6% blight ---------- misc Equi/ret +0.08 Infravis +2 A belt that goes around your waist. |
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. |
balancing rough leather belt1.0 T1 belt armor [Ego+] Master While equipped: Stats +3 Cun +4 Dex dps ---------- Phys.crit +6.0% Mind.crit +6% A belt that goes around your waist. |
Daimileg the Pitchblight (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Dex +2 Con dps ---------- Phys.crit +1.0% Mind.pwr +10 (+5 eff.) Res.pen +5% darkness Apr +1 Melee Ret 6 darkness ----- def ----- Defense +1 (+1 eff.) Resists +3% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak of battle (1 def, 5 armour)2.0 T1 cloak armor [Ego] Master While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +1 (+0 eff.) ----- def ----- Armour +5 Defense +1 (+1 eff.) Fatigue -2% Resists +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
focusing woollen robe of fire (+18%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: Stats +5 Mag +4 Wil dps ---------- Dmg.mod +12% fire ----- def ----- Resists +9% all +18% fire ---------- misc Mana/turn +0.16 Psi/turn +0.14 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant woollen robe of nature (+15%) (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +15% nature ----- def ----- Resists +15% nature +9% all Poison- +24% Disease- +22% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +0.40 Max.stam +10.00 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 (0 def, 1 armour)2.0 T1 feet armor [Normal] While equipped: ----- def ----- Armour +1 A pair of boots made of leather. |
storm dwarven-steel gauntlets of strength (+2) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +7 (+2 eff.) Melee+ 5 lightning Dmg.mod +6% lightning ----- def ----- Armour +2 Fatigue +3% Resists +6% lightning 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. |
bladed dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Fatigue +4% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 196.9 Physical damage. If the attack hits, the target is confused (35% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
insulating rough leather cap of constitution (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +6% cold A cap made of leather. |
miner's rough leather cap (0 def, 3 armour)2.0 T1 head armor [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +1% ---------- misc Infravis +2 A cap made of leather. |
cleansing steel mail armour of fire resistance (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Disrupt/Master While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +10% blight +17% fire +10% nature A suit of armour made of mail. |
iron mail armour (2 def, 4 armour)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. |
steel mail armour of the deep (2 def, 8 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +8 Defense +2 (+1 eff.) Fatigue +12% Resists +6% acid +5% cold ---------- misc Breathe water A suit of armour made of mail. |
iron plate armour of fire resistance (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training [Ego] Master While equipped: ----- def ----- Armour +7 Fatigue +22% Resists +15% fire A suit of armour made of metal plates. |
rejuvenating steel plate armour of lightning resistance (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +9 Fatigue +22% Resists +15% lightning HP.reg +2.00 ---------- misc Stam/turn +1.10 A suit of armour made of metal plates. |
steel plate armour of cold resistance (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Ego] Master While equipped: ----- def ----- Armour +9 Fatigue +22% Resists +17% cold A suit of armour made of metal plates. |
acidic steel shield of lightning resistance (+17%) (0 def, 4 armour, 15-18 power, 39.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Nature/Master When used to Attack: Power 15.0 - 18.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +40 On Hit: * 14% chance to reduce armor by 25% While equipped: dps ---------- Melee+ 6 acid Melee Ret 3 acid ----- def ----- Armour +4 Fatigue +8% Resists +17% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
iron shield (0 def, 2 armour, 10-11 power, 18.5 block)7.0 T1 shield armor Reqs Shield usage training [Normal] When used to Attack: Power 9.5 - 11.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +18 While equipped: ----- def ----- Armour +2 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
quiver of ash arrows 'Poloriamira' (17/44, 20-28 power, 7 apr)3.0 T2 arrow ammo [Random Unique] Arcane/Master Power 20.0 - 28.0 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 44 Ranged+ +4 blight +11 light +12 mind +4 arcane Against +15% Undead On Hit.r1 +4 mind +12 fire While equipped: ---------- misc Reload +3 Arrows are used with bows to pierce your foes to death. |
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. |
66 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. |
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. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 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. |
Mirenoon the iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Dmg.mod +3% nature +6% fire On Hit (Melee): * 10% chance to slow global speed by 40% ----- def ----- Resists +12% fire ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
17 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 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. |
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.(68 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
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. |
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. |
pouch of steel shots of persecution (16/16, 18-22 power, 2 apr)3.0 T2 shot ammo [Ego] Disrupt Power 18.5 - 22.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 16 Against +7% Unnatural +7% Unliving Shots are used with slings to pummel your foes to death. |
iron torque of gale force [power 105] (15 cooldown)2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 111 physical damage Puts all charms on 15 cooldown 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. |
7 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. |
7 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
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By InsaneBulwark the Skeleton Bulwark level 10
2nd Summertide 122nd year of Ascendancy at 17:49 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By InsaneBulwark the Skeleton Bulwark level 10
3rd Flare 122nd year of Ascendancy at 16:40 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By InsaneBulwark the Skeleton Bulwark level 13
8th Dusk 122nd year of Ascendancy at 07:23 see stats
Log
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
InsaneBulwark picks up (N.): miner's rough leather cap (0 def, 3 armour).
Salydheda the dire wolf uses Blinding Speed.
Salydheda the dire wolf speeds up.
Salydheda the dire wolf howls
Ran for 5 turns (stop reason: hostile spotted to the north (Salydheda the dire wolf - offscreen)).
Salydheda the dire wolf rushes out!
Melee retaliation hits Salydheda the dire wolf for 6 acid, 2 physical (8 total damage).
Salydheda the dire wolf hits InsaneBulwark for 131 physical, 7 darkness (139 total damage).
InsaneBulwark hits Salydheda the dire wolf for 81 physical, 7 nature, 6 physical (94 total damage).
Salydheda the dire wolf uses Stunning Blow.
InsaneBulwark resists the stunning blow!
Salydheda the dire wolf performs a melee critical strike against InsaneBulwark!
InsaneBulwark resists the stunning blow!
Melee retaliation hits Salydheda the dire wolf for 6 acid, 2 physical, 6 acid, 2 physical (16 total damage).
Salydheda the dire wolf hits InsaneBulwark for 67 physical, 7 darkness, 90 physical, 7 darkness (172 total damage).
Salydheda the dire wolf uses Death Dance.
InsaneBulwark is recovering from the damage!
Melee retaliation hits Salydheda the dire wolf for 6 acid, 2 physical (8 total damage).
Salydheda the dire wolf hits InsaneBulwark for 216 physical, 7 darkness (224 total damage).
Salydheda the dire wolf's armor corrodes!
InsaneBulwark hits Salydheda the dire wolf for 76 physical, 7 nature, 6 physical (90 total damage).
Salydheda the dire wolf uses Ice Claw.
Melee retaliation hits Salydheda the dire wolf for 6 acid, 2 physical (8 total damage).
Salydheda the dire wolf hits InsaneBulwark for 197 cold damage.
InsaneBulwark the level 18 skeleton bulwark was frozen to death by Salydheda the dire wolf on level 1 of Old Forest.


































































































