










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. 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 | Thalore |
Class | Cursed |
Level / Exp | 22 / 68% |
Size | big |
Lifes / Deaths | Killed by Zubaletha the rattlesnake at level 9 on the 7th Flare 122nd year of Ascendancy at 14:45 0 / 6Killed by Islylema the assassin at level 11 on the 3rd Dusk 122nd year of Ascendancy at 09:28 Killed by Glevea the fox at level 17 on the 68th Haze 123rd year of Ascendancy at 06:50 Killed by Zubywen the ravenous horror at level 19 on the 71st Haze 123rd year of Ascendancy at 09:38 Killed by Silolewen the squid at level 19 on the 71st Haze 123rd year of Ascendancy at 23:08 Killed by Isinne the rogue at level 22 on the 39th Regrowth 124th year of Ascendancy at 17:58 |
Antimagic | Follower |
Primary Stats
Strength | 77 (base 48) |
Dexterity | 39 (base 20) |
Constitution | 41 (base 22) |
Magic | 18 (base 10) |
Willpower | 61 (base 25) |
Cunning | 24 (base 10) |
Resources
Life | -42/681 |
Hate | 97/100 |
Healing Factor | 1.3623095066011 |
Regeneration | 9.8767439228582 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -2.2204460492503E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 1 |
See Invisible | 6 |
Offense: Mainhand
Damage | 162 |
Accuracy | 57 |
Crit Chance | 15% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 9 |
Crit Chance | 5% |
Speed | 1 |
Offense: Mind
Mindpower | 51 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Acid | +30% |
Mind | +15% |
Nature | +8% |
Physical | +8% |
Cold | +15% |
All | 0% |
Offense: Damage Penetration
Darkness | +10% |
Acid | +15% |
Mind | +10% |
Cold | +10% |
Defense: Base
Armour (hardiness) | 47.723073231957 (96.438666929426%) |
Defense | 40 |
Ranged Defense | 40 |
Fatigue | 33 |
Physical Save | 50 |
Spell Save | 40 |
Mental Save | 39 |
Defense: Resistances
Acid | + 27%( 74%) |
Blight | + 22%( 74%) |
Arcane | + 22%( 74%) |
Cold | + 38%( 74%) |
All | + 11%( 74%) |
Darkness | + 19%( 74%) |
Physical | + 12%( 74%) |
Temporal | + 13%( 74%) |
Lightning | + 24%( 74%) |
Mind | + 21%( 74%) |
Fire | + 19%( 74%) |
Nature | + 19%( 74%) |
Defense: Immunities
Instadeath Resistance | 100% |
Pinning Resistance | 21% |
Disarm Resistance | 23% |
Confusion Resistance | 54% |
Fear Resistance | 28% |
Stun Resistance | 28% |
Poison Resistance | 20% |
Knockback Resistance | 48% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 213 life over 5 turns. Its effects scale with your Constitution stat. |
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 122 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Class Talents
Cursed / Gloom | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Predator | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Rampage | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Strife | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Slaughter | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Cursed / Endless hunt | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Cursed / Cursed form | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Wild-gift / Antimagic | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 1 of Heart of the Gloom. Escort: injured seer (level 1 of Heart of the Gloom)As a reward you improved Willpower by +5. | done |
You failed to protect the injured seer from death by Zubakira the white wolf. Escort: injured seer (level 2 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Heart of the Gloom. Escort: lost sun paladin (level 2 of Heart of the Gloom)As a reward you improved Willpower by +5. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * 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 |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | 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: * You've found the needed green worm. * You've found the needed orc heart. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed black mamba head. * You've found the needed snow giant kidney. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * You've found the needed minotaur nose. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed electric eel tail. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +4 Defense +30 (+10 eff.) Fatigue +3% Resists +6% cold Crit.chn- 10.00% Phys.save +7 (+3 eff.) Spell.save +9 (+3 eff.) Mind.save +9 (+3 eff.) Poison- +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +41.00 ---------- 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. |
On head | ![]() 2.0 T3 head armor [Random Unique] Master/Psionic While equipped: Stats +4 Dex dps ---------- Phys.crit +4.0% Acc +15 (+4 eff.) ----- def ----- Armour +9 Defense +4 (+2 eff.) Fatigue +3% Resists +12% mind +3% all Phys.save +12 (+4 eff.) Mind.save +15 (+5 eff.) Confus- +26% A cap made of leather. |
Tool | ![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +4 Str +3 Con dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 25% ----- def ----- Resists +12% lightning +3% temporal +12% cold HP.reg +4.00 ---------- misc Light +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Wil +2 Con dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +3% lightning +9% fire Max.HP +24.00 Disarm- +23% Pinning- +21% Knockbk- +20% Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+3 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Around waist | ![]() 1.0 T3 belt armor [Rare] Nature While equipped: Stats +5 Str +4 Con dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +15% cold Res.pen +10% darkness +10% cold On Hit (Melee): * 20% chance to reduce damage dealt by 25% ----- def ----- Resists +6% cold Phys.save +8 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
In main hand | ![]() 3.0 T4 greatsword 2H weapon [Random Unique] Nature/Master Power 69.5 - 111.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +13 nature While equipped: Stats +10 Str +12 Dex +10 Mag +12 Wil +10 Cun +6 Con dps ---------- Phys.crit +2.0% ----- def ----- Resists +2% physical ---------- misc Max.stam +20.00 Massive two-handed swords. |
On hands | ![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego++] Disrupt While equipped: dps ---------- On Melee Ret: * 29 arcane resource burn ----- def ----- Armour +3 Fatigue +5% Resists +7% blight +9% darkness +13% arcane Affinity +6% nature Spell.save +25 (+8 eff.) ---------- misc Masteries +0.20 Wild-gift/Antimagic 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. |
Main armor | ![]() 17.0 T1 massive armor Reqs Massive armour training [Rare] Nature While equipped: Stats +4 Str +3 Con ----- def ----- Armour +8 Fatigue +22% Resists +6% acid +7% cold ---------- misc Infravis +1 See.Invis +6 Breathe water A suit of armour made of metal plates. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Mind.pwr +25 (+8 eff.) Dmg.mod +15% mind ----- def ----- Defense +1 (+1 eff.) Resists +3% acid Mind.save +5 (+2 eff.) Die.at -40.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T3 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +30% acid Res.pen +10% mind +15% acid ----- def ----- Armour +6 Defense +7 (+3 eff.) Resists +9% acid Res.Cap +4% all Phys.save +16 (+6 eff.) Amulets make your neck look great! |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 30% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.4 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. |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Con dps ---------- Apr +1 ----- def ----- Armour +10 Resists +6% physical Heal.mod +10% Pinning- +10% ---------- misc Stam/turn +0.20 Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con Amulets make your neck look great! |
![]() 0.1 T3 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Mag +5 Wil +2 Cun dps ---------- Mind.crit +2% Mind.pwr +10 (+3 eff.) Melee+ 14 light Ranged+ 16 light Dmg.mod +13% light +9% mind ----- def ----- Mind.save +10 (+3 eff.) HP.reg +1.00 Stun/Frz- +21% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Psionic While equipped: dps ---------- Res.pen +10% lightning ----- def ----- Armour +2 Resists +6% cold Mind.save +5 (+2 eff.) Confus- +21% ---------- misc Stam/turn +3.00 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+1 eff.) Rings make your fingers look great! |
![]() 3.0 T1 battleaxe 2H weapon [Normal] Power 17.0 - 25.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Massive two-handed battleaxes. |
![]() 1.0 T5 dagger 1H weapon Reqs Dex 48 [Random Unique] Arcane/Master Power 40.0 - 52.0 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +8 temporal On Crit.r2 +12 blight On Hit: * Create an explosion dealing 15 acid damage (1/turn) While equipped: Stats +2 Dex dps ---------- Phys.crit +8.0% Crit.mult +22.00% Phys.spd +10% Dmg.mod +30% acid Res.pen +29% acid +10% blight Acc +20 (+5 eff.) Apr +11 On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Resists +6% blight Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane Power 27.0 - 35.1 Physical Uses 35% Str, 20% Mag, 55% Dex Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+4 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
![]() 5.0 T1 greatmaul 2H weapon [Rare] Psionic Power 15.5 - 23.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Melee+ +7 darkness Against +9% Living While equipped: Stats +3 Con dps ---------- Res.pen +5% acid Acc +5 (+1 eff.) On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) Massive two-handed mauls. |
![]() 3.0 T1 greatsword 2H weapon [Rare] Master Power 25.0 - 40.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Melee+ +4 light On Hit: * 10 arcane resource burn While equipped: ----- def ----- Resists +6% acid +3% nature +9% darkness Silence- +10% Massive two-handed swords. |
![]() 3.0 T1 greatsword 2H weapon [Rare] Master Power 23.5 - 37.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% While equipped: Stats +2 Dex ----- def ----- Resists +3% nature Crit.chn- 5.00% Massive two-handed swords. |
![]() 3.0 T1 longsword 1H weapon [Ego] Master Power 18.5 - 25.9 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. |
![]() 3.0 T2 mace 1H weapon [Unique] Master Power 25.0 - 35.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +10.0% Atk.spd 100% Melee+ +14% confusion +30 physical On Hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) While equipped: dps ---------- Acc +12 (+3 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
![]() 3.0 T2 mindstar 1H weapon [Random Unique] Nature/Psionic Power 6.0 - 6.6 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: Stats +3 Cun dps ---------- Mind.crit +2% Crit.mult +7.00% Mind.pwr +4 (+1 eff.) Melee+ 6 acid Dmg.mod +7% acid +3% nature +6% darkness Res.pen +7% acid +20% arcane On Hit (Melee): * 10% chance to reduce damage dealt by 25% ----- def ----- Resists +6% acid +2% blight HP.reg +2.00 Disease- +11% ---------- 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. |
![]() 3.0 T2 mindstar 1H weapon [Random Unique] Nature/Psionic Power 6.0 - 6.6 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: Stats +1 Dex +1 Mag +2 Cun dps ---------- Mind.crit +4% Mind.pwr +4 (+1 eff.) Melee+ 4 lightning 2 physical 6 darkness 2 acid 3 fire 6 mind 2 cold Dmg.mod +2% mind +3% darkness ----- def ----- Resists +3% lightning +2% physical +3% cold +2% fire +2% acid ---------- misc Hate/m.crit +2.00 Psi/m.crit +1.00 Infravis +3 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. |
![]() 5.0 T2 staff 2H weapon [Random Unique] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +1 Mag +2 Wil dps ---------- Spell.crit +6% Spell.pwr +8 (+2 eff.) Dmg.mod +12% darkness +15% blight Res.pen +5% darkness ----- def ----- Resists +7% darkness +7% temporal Phys.save +6 (+2 eff.) Spell.save +7 (+2 eff.) Mind.save +7 (+2 eff.) Def/telep +7 Res/telep +6% Dur/telep +8% ---------- misc Max.mana +20.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T1 waraxe 1H weapon [Ego] Arcane/Master Power 19.0 - 26.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +6 cold One-handed war axes. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Cun +1 Wil dps ---------- Crit.mult +5.00% Res.pen +10% mind ----- def ----- Resists +5% lightning +6% temporal ---------- misc Psi/ret +0.04 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: ----- def ----- Resists +3% light +5% arcane +6% cold +3% nature +5% fire Mind.save +9 (+3 eff.) A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego] Nature/Disrupt While equipped: ----- def ----- Resists +5% acid +5% blight HP.reg +0.80 Heal.mod +12% A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Mag +1 Wil +1 Con dps ---------- Melee Ret 8 light 6 blight ----- def ----- Resists +3% blight Max.HP +32.00 ---------- misc Light +1 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +2 (+0 eff.) On Hit (Melee): * 10% chance to reduce damage dealt by 25% ----- def ----- Defense +1 (+1 eff.) Fatigue -2% Spell.save +3 (+1 eff.) Max.HP +20.00 Pinning- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% darkness Res.pen +15% darkness Acc +16 (+4 eff.) ----- def ----- Defense +1 (+1 eff.) Fatigue -5% Resists +6% light +3% darkness Max.HP +40.00 ---------- misc Max.stam +11.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% light ----- def ----- Armour +1 Resists +6% lightning +18% temporal +3% light Die.at -20.00 life HP.reg +2.00 A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +6 Lck +4 Dex dps ---------- Dmg.mod +6% nature ----- def ----- Armour +1 Resists +3% nature +3% physical Phys.save +3 (+1 eff.) Stealth +6 Die.at -60.00 life ---------- misc Stam/turn +1.00 A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Ego] Arcane While equipped: dps ---------- Spell.pwr +3 (+1 eff.) Mov.spd +25% ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T2 hands armor [Rare] Master While equipped: Stats +4 Str +3 Con dps ---------- Phys.pwr +20 (+5 eff.) Dmg.mod +6% cold +12% physical ----- def ----- Armour +2 Resists +6% cold Phys.save +13 (+5 eff.) Spell.save +3 (+1 eff.) Mind.save +5 (+2 eff.) Disarm- +28% ---------- misc Stam/turn +2.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T1 hands armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% nature Acc +6 (+2 eff.) ----- def ----- Armour +1 Resists +3% light +3% temporal Phys.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Disarm- +22% ---------- misc Hate/m.crit +1.00 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. |
![]() 1.0 T2 hands armor [Rare] Nature While equipped: Stats +6 Wil +5 Con dps ---------- Melee+ 9 physical Dmg.mod +8% physical ----- def ----- Armour +9 Resists +6% nature Crit.chn- 5.00% 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. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 5 lightning Dmg.mod +5% lightning Res.pen +10% mind +5% fire Melee Ret 2 fire On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +2 Fatigue +3% Resists +6% lightning +5% arcane +6% darkness Spell.save +6 (+2 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. |
![]() 1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+1 eff.) Melee+ 5 cold Dmg.mod +4% cold ----- def ----- Armour +1 Resists +5% cold 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. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% lightning +3% nature On Hit (Melee): * 20% chance to slow global speed by 59% * 20% chance to reduce armor by 14% ----- def ----- Defense +1 (+1 eff.) Resists +16% lightning A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +11% arcane Melee Ret 2 cold ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +3% fire Crit.chn- 10.00% Max.HP +100.00 Heal.mod +10% ---------- misc Max.mana +10.00 A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% Resists +5% lightning +5% temporal A cap made of leather. |
![]() 12.0 T2 massive armor Reqs Massive armour training [Unique] Nature/Master While equipped: Stats +3 Dex +3 Wil +3 Con ----- def ----- Armour +12 Defense +4 (+2 eff.) Fatigue +14% Resists +18% cold +18% darkness +18% nature Heal.mod +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
![]() 17.0 T1 massive armor Reqs Massive armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +13 Fatigue +22% Max.HP +23.00 A suit of armour made of metal plates. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% Resists +3% acid +9% fire +3% light +3% cold While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 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.(118 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By eqw the Thalore Cursed level 21
29th Regrowth 124th year of Ascendancy at 08:36 see stats
By eqw the Thalore Cursed level 14
65th Dusk 122nd year of Ascendancy at 06:45 see stats
By eqw the Thalore Cursed level 22
38th Regrowth 124th year of Ascendancy at 08:59 see stats
By eqw the Thalore Cursed level 10
8th Flare 122nd year of Ascendancy at 02:07 see stats
By eqw the Thalore Cursed level 20
77th Haze 123rd year of Ascendancy at 08:02 see stats
By eqw the Thalore Cursed level 20
77th Haze 123rd year of Ascendancy at 08:23 see stats
By eqw the Thalore Cursed level 7
2nd Flare 122nd year of Ascendancy at 01:54 see stats
By eqw the Thalore Cursed level 16
65th Haze 123rd year of Ascendancy at 10:55 see stats
By eqw the Thalore Cursed level 22
39th Regrowth 124th year of Ascendancy at 17:25 see stats
By eqw the Thalore Cursed level 15
77th Dusk 122nd year of Ascendancy at 17:07 see stats
Log
eqw hits Minotaur of the Labyrinth for 93 physical, 7 nature, 0 arcane, 91 physical, 7 nature, 0 arcane (197 total damage).
Isotta the rogue sapper uses Throwing Knives.
Eqw is no longer rampaging.
Eqw is no longer attuned.
Eqw stops regenerating health quickly.
Isotta the rogue sapper is weakened by the gloom.
Talent Infusion: Regeneration is ready to use.
Talent Slash is ready to use.
Talent Dig is ready to use.
eqw receives 18 healing from Unnatural Body.
Rotting Disease from Isotta the rogue sapper hits eqw for 13 blight damage.
Isotta the rogue sapper's Throwing Knife hits eqw for 119 physical damage.
Bear Trap from Isotta the rogue sapper hits eqw for 11 physical damage.
Decrepitude Disease from Minotaur of the Labyrinth hits eqw for 5 blight damage.
Melee retaliation hits Isotta the rogue sapper for 0 arcane damage.
Mindrot hits Minotaur of the Labyrinth for 3 mind, 2 darkness (5 total damage).
Mindrot hits Isotta the rogue sapper for 3 mind, 3 darkness (6 total damage).
Isotta the rogue sapper is free from the rotting disease.
Isinne the rogue casts Searing Light.
Isinne the rogue's spell attains critical power!
Eqw attunes to the damage.
Minotaur of the Labyrinth is free from the decrepitude disease.
Rotting Disease from Eqw hits Minotaur of the Labyrinth for 8 blight damage.
Isinne the rogue hits eqw for 96 light damage.
Minotaur of the Labyrinth uses Shattering Blow.
Minotaur of the Labyrinth misses eqw.
Isinne the rogue's light area effect hits eqw for 51 light damage.
eqw the level 22 thalore cursed was seared to death by Isinne the rogue on level 2 of The Maze.
Minotaur of the Labyrinth is no longer being stalked by eqw.