Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Ashes of Urh'Rok 1.5.0Official 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 1.5.0Donators/Buyers bonus! Better Item Description 1.5.10This 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 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official 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 1.5.9Official 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 | Infinite |
Mode | Normal Adventure |
Sex | Male |
Race | Ogre |
Class | Adventurer |
Level / Exp | 14 / 59% |
Size | big |
Lifes / Deaths | Killed by elven tempest at level 10 on the 3rd Summertide 122nd year of Ascendancy at 16:13 2 / 4Killed by Gurada the chitinous spider at level 11 on the 2nd Flare 122nd year of Ascendancy at 23:50 Killed by ultimate gwelgoroth at level 14 on the 10th Flare 122nd year of Ascendancy at 15:53 Killed by InfinitelyOgreventur at level 14 on the 10th Flare 122nd year of Ascendancy at 16:06 |
Primary Stats
Strength | 24 (base 13) |
Dexterity | 17 (base 12) |
Constitution | 12 (base 12) |
Magic | 40 (base 38) |
Willpower | 28 (base 27) |
Cunning | 18 (base 12) |
Resources
Mana | 268/268 |
Equilibrium | 0 |
Insanity | 95/100 |
Life | 327/327 |
Psi | 108/108 |
Paradox | 300 |
Soul | 12/12 |
Healing Factor | 1.0164835164835 |
Regeneration | 0.25412087912088 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -57.09095708959% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 4 |
See Stealth | 6 |
See Invisible | 7 |
Offense: Mainhand
Damage | 14 |
Accuracy | 20 |
Crit Chance | 6% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 36 |
Crit Chance | 5% |
Speed | 1 |
Offense: Mind
Mindpower | 26 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
Temporal | +15% |
Mind | +3% |
All | 0% |
Offense: Damage Penetration
Lightning | +10% |
Defense: Base
Armour (hardiness) | 33.118138619369 (56.923076923077%) |
Defense | 24 |
Ranged Defense | 29 |
Fatigue | 14 |
Physical Save | 21 |
Spell Save | 28 |
Mental Save | 21 |
Defense: Resistances
Cold | + 34%( 70%) |
Fire | + 7%( 70%) |
All | + 3%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Disarm Resistance | 22% |
Knockback Resistance | 0% |
Silence Resistance | 10% |
Instadeath Resistance | 100% |
Blind Resistance | 21% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 126 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
Spell / Animus | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Chronomancy / Temporal Hounds | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Necrotic minions | 1.00 |
| 5/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Demented / Friend of the worm | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Tentacles | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Thought-Forms | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Psionic / Augmented mobility | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fungus | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Skate |
talent | Beyond the Flesh |
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 10)You completed the challenge and received: Random Artifact: Flashsear (29.5-44.25 power, 2 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 5)You completed the challenge and received: Random Artifact: Adimira (0 def, 3 armour) | done |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
Psionic focus | ash starstaff of illumination (15-18 power, 3 apr, temporal element) ash starstaff of illumination (15-18 power, 3 apr, temporal element)5.0 T2 staff 1H weapon [Ego] Nature Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) Dmg.mod +15% temporal On Hit (Melee): * 7% chance to blind ----- def ----- Defense +7 (+3 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 52.71 light damage. Staves designed for wielders of magic, by the greats of the art. |
Light source | brass lantern brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 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 | defender's rough leather cap of dexterity (+2) (5 def, 6 armour) defender's rough leather cap of dexterity (+2) (5 def, 6 armour)2.0 T1 head armor [Ego+] Master While equipped: Stats +2 Dex ----- def ----- Armour +6 Defense +5 (+2 eff.) Fatigue +1% Resists +3% all Phys.save +5 (+3 eff.) A cap made of leather. |
On feet | pair of rough leather boots of uncanny dodging (2 def, 1 armour) pair of rough leather boots of uncanny dodging (2 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Defense +2 (+1 eff.) Rng.Def +2 (+1 eff.) Fatigue +1% A pair of boots made of leather. |
Tool | quick elm wand of clairvoyance [power 8] (4 cooldown) quick elm wand of clairvoyance [power 8] (4 cooldown)2.0 T1 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 8, power 56 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 4 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | sneakthief's copper ring of sensing sneakthief's copper ring of sensing0.1 T1 ring jewelry [Ego+] Arcane/Master While equipped: Stats +4 Cun +4 Dex dps ---------- Acc +5 (+3 eff.) ----- def ----- Blind- +21% ---------- misc Infravis +4 See.Stealth +6 See.Invis +7 Rings can have magical properties. |
On fingers | warrior's gold ring of power warrior's gold ring of power0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Str dps ---------- Phys.pwr +7 (+4 eff.) Spell.pwr +6 (+3 eff.) Mind.pwr +6 (+3 eff.) ----- def ----- Armour +8 Rings can have magical properties. |
Around neck | copper amulet of willpower (+3) copper amulet of willpower (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil Amulets can have magical properties. |
In main hand | steel waraxe 'Stormmark' (13-18.2 power, 3 apr) steel waraxe 'Stormmark' (13-18.2 power, 3 apr)3.0 T2 waraxe 1H weapon [Random Unique] Arcane/Nature/Psionic Power 13.0 - 18.2 Physical Uses 60% Wil Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% Melee+ +6 lightning +5 temporal +8 nature On Hit.r1 +8 lightning On Hit: * 25% chance for lightning to arc to a second target * Projects up to 1 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: dps ---------- Dmg.mod +3% mind Res.pen +10% lightning One-handed war axes. |
On hands | steady rough leather gloves (0 def, 1 armour) steady rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Ego] Psionic While equipped: dps ---------- Acc +6 (+3 eff.) ----- def ----- Armour +1 Phys.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Disarm- +22% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Around waist | insulating rough leather belt insulating rough leather belt1.0 T1 belt armor [Ego] Master While equipped: ----- def ----- Resists +6% cold +5% fire A belt that goes around your waist. |
Cloak | linen cloak 'Urisus' (7 def, 5 armour) linen cloak 'Urisus' (7 def, 5 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +4 Str dps ---------- Acc +2 (+1 eff.) ----- def ----- Armour +5 Defense +7 (+3 eff.) Rng.Def +6 (+3 eff.) Resists +11% cold ---------- misc Stam/turn +0.40 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Ivuth the iron mail armour (5 def, 8 armour) Ivuth the iron mail armour (5 def, 8 armour)14.0 T1 heavy armor [Rare] Master While equipped: ----- def ----- Armour +8 Defense +5 (+2 eff.) Rng.Def +3 (+2 eff.) Fatigue +12% Resists +15% cold Spell.save +9 (+5 eff.) Silence- +10% Stun/Frz- +20% A suit of armour made of mail. |
Inventory
medical injector implant (efficiency 80% / cooldown 92%) medical injector implant (efficiency 80% / cooldown 92%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 80% efficiency and cooldown mod of 92%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the psychic (efficiency 102% / cooldown 68%) medical injector implant of the psychic (efficiency 102% / cooldown 68%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 102% efficiency and cooldown mod of 68%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the sneak (steam 5) steam generator implant of the sneak (steam 5)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 31 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 5.8 steam per turn. Can be activated for an instant burst of 29 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the warrior (steam 6) steam generator implant of the warrior (steam 6)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 6.4 steam per turn. Can be activated for an instant burst of 31 steam. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
regeneration infusion of the warrior (heal 156 over 5 turns) regeneration infusion of the warrior (heal 156 over 5 turns)0.1 T1 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 Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 156 life over 5 turns. 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 ability. |
acid wave rune of the warrior (116 acid damage; disarm 5 turns with power 37) acid wave rune of the warrior (116 acid damage; disarm 5 turns with power 37)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 116.12 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 37 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the titan (751% regen over 10 turns; 37 instant mana) manasurge rune of the titan (751% regen over 10 turns; 37 instant mana)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 751% for 10 turns and instantly restoring 37 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
schematic: Acid Groove schematic: Acid Groove0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Armour Reinforcement schematic: Armour Reinforcement0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Explosive Shell schematic: Explosive Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron Grip schematic: Iron Grip0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor Edge schematic: Razor Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamsaw 2 schematic: Steamsaw0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap Coating schematic: Thunderclap Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof Coating schematic: Waterproof Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
cleansing stralite amulet of strength (+4) cleansing stralite amulet of strength (+4)0.1 T4 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +4 Str ----- def ----- Resists +10% nature +14% blight Poison- +28% Disease- +20% Amulets can have magical properties. |
gold amulet of manastreaming gold amulet of manastreaming0.1 T3 amulet jewelry [Ego+] Arcane While equipped: Stats +1 Mag dps ---------- S.pwr/crit +2 ---------- misc Mana/turn +0.10 Max.mana +20.00 Amulets can have magical properties. |
steel ring 'Islumira' steel ring 'Islumira'0.1 T2 ring jewelry [Rare] Master While equipped: Stats +2 Mag dps ---------- Spell.crit +2% S.pwr/crit +4 Res.pen +10% blight +15% arcane Phasing +30% ----- def ----- Fatigue -5% ---------- misc Max.enc +20 Rings can have magical properties. |
steel battleaxe (18.5-27.75 power, 2 apr) steel battleaxe (18.5-27.75 power, 2 apr)3.0 T2 battleaxe 2H weapon [Normal] Power 18.5 - 27.8 Physical Uses 72% Wil Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% Massive two-handed battleaxes. |
stralite dagger of the leech (25.5-33.15 power, 9 apr) stralite dagger of the leech (25.5-33.15 power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego+] Disrupt Power 25.5 - 33.1 Physical Uses 27% Wil, 27% Cun Acc+ +0.5% APR / acc Apr +9 Crit +8.0% Atk.spd 100% On Hit: * Slows global speed by 4% * leeches stamina from the target While equipped: dps ---------- Melee Ret 9 nature slow Sharp, short and deadly. |
Flashsear (29.5-44.25 power, 2 apr) Flashsear (29.5-44.25 power, 2 apr)5.0 T2 greatmaul 2H weapon [Rare] Arcane/Master Power 29.5 - 44.2 Physical Uses 72% Wil Acc+ +0.1% dam / acc Apr +2 Crit +1.0% Atk.spd 100% On Hit.r1 +8 lightning +7 fire On Crit.r2 +4 lightning On Crit: * cripple the target While equipped: dps ---------- Phys.crit +14.0% Dmg.mod +6% lightning On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) Massive two-handed mauls. |
acidic dwarven-steel greatmaul of erosion (39.5-59.25 power, 2 apr) acidic dwarven-steel greatmaul of erosion (39.5-59.25 power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego] Arcane/Nature Power 39.5 - 59.2 Physical Uses 72% Wil Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% Melee+ +10 acid +9 temporal +12 nature On Crit: * splashes the target with acid Massive two-handed mauls. |
arcing dwarven-steel greatmaul of phasing (41.5-62.25 power, 9 apr) arcing dwarven-steel greatmaul of phasing (41.5-62.25 power, 9 apr)5.0 T3 greatmaul 2H weapon [Ego] Arcane Power 41.5 - 62.2 Physical Uses 72% Wil Acc+ +0.1% dam / acc Apr +9 Crit +1.5% Atk.spd 100% Phasing +14% Melee+ +12 lightning On Hit: * 25% chance for lightning to arc to a second target Massive two-handed mauls. |
mighty elven-wood longbow of power mighty elven-wood longbow of power4.0 T4 longbow 2H weapon Reqs Dex 35 Shoot [Ego] Master Acc+ +0.2% crit / acc Atk.spd 125% Range +9 While equipped: Stats +3 Str dps ---------- Phys.pwr +11 (+6 eff.) Dmg.mod +12% physical Res.pen +15% physical Longbows are used to shoot arrows at your foes. |
steady yew longbow of cold steady yew longbow of cold4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego] Arcane/Master Acc+ +0.2% crit / acc Atk.spd 125% Range +8 Ranged+ +9 cold While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +12% cold Acc +9 (+5 eff.) Longbows are used to shoot arrows at your foes. |
dwarven-steel longsword (23.5-32.9 power, 4 apr) dwarven-steel longsword (23.5-32.9 power, 4 apr)3.0 T3 longsword 1H weapon [Normal] Power 23.5 - 32.9 Physical Uses 60% Wil Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% Sharp, long, and deadly. |
acidic dwarven-steel mace of vileness (26-36.4 power, 4 apr) acidic dwarven-steel mace of vileness (26-36.4 power, 4 apr)3.0 T3 mace 1H weapon [Ego] Arcane Power 26.0 - 36.4 Physical Uses 60% Wil Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% Melee+ +11 acid +16 blight On Hit: * 5% chance to disease On Crit: * splashes the target with acid Blunt and deadly. |
thorny mindstar (8.5-9.35 power, 24 apr, nature damage) thorny mindstar (8.5-9.35 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Normal] Nature Power 8.5 - 9.4 Nature Uses 40% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) 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. |
fungal cured leather sling of power fungal cured leather sling of power4.0 T2 sling 1H weapon Reqs Shoot [Ego] Nature/Master Acc+ +0.1% dam / acc Atk.spd 125% Range +7 While equipped: Stats +1 Con dps ---------- Dmg.mod +10% physical Res.pen +11% physical ---------- misc Masteries +0.10 Wild-gift/Fungus Regenerate 82 life over 5 turns Puts all charms on 20 cooldown Slings are used to hurl stones or metal shots at your foes. |
mighty hardened leather sling of lightning mighty hardened leather sling of lightning4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Ego] Arcane/Master Acc+ +0.1% dam / acc Atk.spd 125% Range +8 Ranged+ +7 lightning While equipped: Stats +3 Str dps ---------- Phys.pwr +8 (+4 eff.) Dmg.mod +14% lightning Slings are used to hurl stones or metal shots at your foes. |
Urthiroddador (10-12 power, 2 apr, darkness element) Urthiroddador (10-12 power, 2 apr, darkness element)5.0 T1 staff 2H weapon [Rare] Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% On Hit.r1 +12 mind While equipped: dps ---------- Phys.crit +6.0% Spell.crit +1% Mind.crit +5% Crit.mult +12.00% Spell.pwr +3 (+1 eff.) Dmg.mod +10% darkness +9% mind ----- def ----- Resists +1% physical Confus- +5% Stun/Frz- +5% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel elven-wood magestaff of warding (25-30 power, 5 apr, fire element) cruel elven-wood magestaff of warding (25-30 power, 5 apr, fire element)5.0 T4 staff 2H weapon [Ego] Arcane/Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +4% Crit.mult +10.00% Spell.pwr +12 (+5 eff.) Dmg.mod +25% fire ----- def ----- Armour +4 Defense +4 (+2 eff.) ---------- misc Wards +2 fire Talents +1 Command Staff +1 Ward Staves designed for wielders of magic, by the greats of the art. |
earthen elm magestaff of projection (10-12 power, 2 apr, lightning element) earthen elm magestaff of projection (10-12 power, 2 apr, lightning element)5.0 T1 staff 2H weapon [Ego] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +5 (+2 eff.) Dmg.mod +10% lightning ----- def ----- Armour +2 Hardiness +3% Phys.save +2 (+1 eff.) ---------- misc Talents +1 Command Staff Project a bolt elemental energy from the staff (to range 6) dealing 19.16 to 22.99 lightning damage Puts all charms on 5 cooldown Staves designed for wielders of magic, by the greats of the art. |
ethereal yew starstaff (20-24 power, 4 apr, physical element) ethereal yew starstaff (20-24 power, 4 apr, physical element)5.0 T3 staff 2H weapon [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +12 (+5 eff.) Melee+ 5% confusion Dmg.mod +20% physical Phasing +12% ----- def ----- Defense +11 (+5 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering yew magestaff of might (20-24 power, 4 apr, cold element) shimmering yew magestaff of might (20-24 power, 4 apr, cold element)5.0 T3 staff 2H weapon [Ego] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +9 (+4 eff.) Dmg.mod +20% cold ---------- misc Mana/turn +0.21 Max.mana +36.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
crackling dwarven-steel steamsaw (19.5-29.25 power, 14 apr) crackling dwarven-steel steamsaw (19.5-29.25 power, 14 apr)3.0 T3 steamsaw 1H weapon Reqs Steam Pool [Ego+] Arcane/Steamtech Power 19.5 - 29.2 Phys.bleed Uses 60% Wil Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +14 Crit +3.0% Atk.spd 100% Block +46 Uses 1.0 Steam While equipped: Stats +1 Dex dps ---------- On Melee Ret: * 10% chance to daze at end of turn ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% Resists +11% lightning ---------- misc Talents +2 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! |
hateful steel steamsaw of cold resistance (+18%) (15.5-23.25 power, 8 apr) hateful steel steamsaw of cold resistance (+18%) (15.5-23.25 power, 8 apr)3.0 T2 steamsaw 1H weapon Reqs Steam Pool [Ego] Master/Psionic/Steamtech Power 15.5 - 23.2 Phys.bleed Uses 60% Wil Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +8 Crit +2.0% Atk.spd 100% Block +21 Melee+ +5 darkness Against +6% Living Uses 1.0 Steam While equipped: ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% Resists +18% cold ---------- 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! |
mindwoven woollen robe of the mountain (+10%) (0 def, 0 armour) mindwoven woollen robe of the mountain (+10%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) Dmg.mod +10% physical ----- def ----- Resists +10% physical Mind.save +17 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
scouring dwarven-steel gauntlets (0 def, 2 armour) scouring dwarven-steel gauntlets (0 def, 2 armour)1.5 T3 hands armor [Ego+] Disrupt While equipped: dps ---------- On Melee Ret: * 15% chance to reduce effective powers by 20% * 17 arcane resource burn ----- def ----- Armour +2 Spell.save +8 (+4 eff.) Metal gloves protecting the hands up to the middle of the lower arm. |
steady dwarven-steel gauntlets of dexterity (+2) (0 def, 2 armour) steady dwarven-steel gauntlets of dexterity (+2) (0 def, 2 armour)1.5 T3 hands armor [Ego] Master/Psionic While equipped: Stats +2 Dex dps ---------- Acc +19 (+10 eff.) ----- def ----- Armour +2 Phys.save +5 (+3 eff.) Mind.save +5 (+2 eff.) Disarm- +23% Metal gloves protecting the hands up to the middle of the lower arm. |
temporal hardened leather gloves of strength (+3) (0 def, 2 armour) temporal hardened leather gloves of strength (+3) (0 def, 2 armour)1.0 T3 hands armor [Ego] Arcane/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +8 (+4 eff.) Melee+ 7 temporal Ranged+ 5 temporal Dmg.mod +4% temporal ----- def ----- Armour +2 Resists +5% temporal Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
prismatic rough leather hat of the depths (0 def, 1 armour) prismatic rough leather hat of the depths (0 def, 1 armour)2.0 T1 head armor [Ego] Nature While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +5% cold +11% light +10% darkness ---------- misc Breathe water A hat made of leather. Very stylish. |
spiked steel plate armour of resilience (4 def, 9 armour) spiked steel plate armour of resilience (4 def, 9 armour)17.0 T2 massive armor Reqs Str 28 Heavy Armour Training 3 [Ego] Nature/Master While equipped: dps ---------- Melee Ret 11 physical ----- def ----- Armour +9 Defense +4 (+2 eff.) Fatigue +22% Max.HP +28.00 A suit of armour made of metal plates. |
iron shield of cold resistance (+15%) (4 def, 2 armour, 18 block) iron shield of cold resistance (+15%) (4 def, 2 armour, 18 block)7.0 T1 shield armor [Ego] Master While equipped: ----- def ----- Armour +2 Defense +4 (+2 eff.) Rng.Def +4 (+2 eff.) Fatigue +6% Resists +15% cold ---------- misc Talents +1 Block Handheld deflection devices. |
3 agate 3 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. |
2 aquamarine 2 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. |
opal 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 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 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. |
Aerowe the Flashviper (dig speed 36 turns) Aerowe the Flashviper (dig speed 36 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Res.pen +10% lightning +25% acid On Hit (Melee): * 15% chance to daze at end of turn ----- def ----- Fatigue -5% Resists +9% acid +3% lightning While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 spinel 5 spinel0.0 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. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
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. |
quick elm totem of cure ailments [power 1] (8 cooldown) quick elm totem of cure ailments [power 1] (8 cooldown)2.0 T1 totem charm [Ego] Nature Remove up to 1 poisons or diseases from a target within range 7 (based on Willpower) Puts all charms on 8 cooldown Natural totems are made by powerful wilders to store nature power. |
rushing elm totem of thorny skin [power 15] (20 cooldown) rushing elm totem of thorny skin [power 15] (20 cooldown)2.0 T1 totem charm [Ego+] Nature While equipped: ---------- misc Talents +1 Rushing Claws Cooldown Rushing Claws -1 Harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
3 amethyst 3 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz quartz0.0 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. |
5 ametrine 5 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 +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon 4 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By InfinitelyOgreventur the Ogre Adventurer level 10
3rd Summertide 122nd year of Ascendancy at 21:41 see stats
By InfinitelyOgreventur the Ogre Adventurer level 10
2nd Summertide 122nd year of Ascendancy at 06:58 see stats
Log
Ultimate gwelgoroth casts Shock.
InfinitelyOgreventur is caught inside a Hurricane.
Ultimate gwelgoroth's Shock hits InfinitelyOgreventur for 166 lightning damage.
InfinitelyOgreventur is dazed!
InfinitelyOgreventur is not dazed anymore.
Hurricane from Ultimate gwelgoroth hits InfinitelyOgreventur for 66 lightning damage.
InfinitelyOgreventur the level 14 ogre adventurer was amped to death by an ultimate gwelgoroth on level 13 of Infinite Dungeon.
You have 2 life(s) left.
InfinitelyOgreventur deactivates Wild Growth.
InfinitelyOgreventur deactivates Necrotic Aura.
InfinitelyOgreventur deactivates Skate.
InfinitelyOgreventur stops regenerating health quickly.
InfinitelyOgreventur deactivates Beyond the Flesh.
The Hurricane around InfinitelyOgreventur dissipates.
InfinitelyOgreventur deactivates Temporal Hounds.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Hurricane from Ultimate gwelgoroth killed InfinitelyOgreventur!
InfinitelyOgreventur activates Skate.
InfinitelyOgreventur activates Beyond the Flesh.
Saving done.
Talent Animus Purge is ready to use.
Worm that walks (servant of InfinitelyOgreventur) activates Worm that Walks Link.
Character control switched to worm that walks (servant of InfinitelyOgreventur).
Character control switched to InfinitelyOgreventur.
Saving game...