Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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: 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:
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 Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Items Vault 1.7.6Donators/Buyers bonus! 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:
Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. 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 | Nightmare Roguelike |
Sex | Male |
Race | Cornac |
Class | Doomed |
Level / Exp | 28 / 61% |
Size | medium |
Lifes / Deaths | Killed by elven blood mage at level 26 on the 1st Allure 123rd year of Ascendancy at 13:00 / 2Killed by Urkis, the High Tempest at level 28 on the 32nd Regrowth 123rd year of Ascendancy at 20:35 |
Primary Stats
Strength | 16 (base 16) |
Dexterity | 20 (base 10) |
Constitution | 50 (base 46) |
Magic | 11 (base 10) |
Willpower | 71 (base 40) |
Cunning | 65 (base 34) |
Resources
Life | -16/692 |
Hate | 57/100 |
Equilibrium | 0 |
Healing Factor | 1.1452277444309 |
Regeneration | 0.28630693610772 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +105% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 8 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 25 |
Accuracy | 41 |
Crit Chance | 21% |
APR | 45 |
Speed | 1.00 |
Offense: Offhand
Damage | 24 |
Accuracy | 41 |
Crit Chance | 21% |
APR | 45 |
Speed | 1.00 |
Offense: Spell
Spellpower | 29 |
Crit Chance | 18% |
Speed | 1 |
Offense: Mind
Mindpower | 59 |
Crit Chance | 43% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +9% |
Light | +10% |
Mind | +5% |
Nature | +12% |
Physical | +14% |
Fire | +13% |
All | 0% |
Offense: Damage Penetration
Mind | +10% |
Physical | +15% |
Fire | +28% |
Temporal | +15% |
Defense: Base
Armour (hardiness) | 27 (48.304188961773%) |
Defense | 34 |
Ranged Defense | 34 |
Fatigue | 0 |
Physical Save | 29 |
Spell Save | 30 |
Mental Save | 46 |
Defense: Resistances
Acid | + 34%( 70%) |
Blight | + 29%( 70%) |
Arcane | + 26%( 70%) |
Cold | + 51%( 70%) |
All | + 22%( 70%) |
Lightning | + 34%( 70%) |
Light | + 48%( 70%) |
Physical | + 39%( 70%) |
Mind | + 24%( 70%) |
Darkness | + 43%( 70%) |
Fire | + 38%( 70%) |
Nature | + 24%( 70%) |
Defense: Immunities
Stun Resistance | 70% |
Pinning Resistance | 41% |
Confusion Resistance | 45% |
Fear Resistance | 45% |
Disarm Resistance | 44% |
Instadeath Resistance | 100% |
Knockback Resistance | 85% |
Inscriptions (3/3)
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 613% 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 Willpower stat. |
Infusions | Effective talent level: 2.5 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: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 86 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
Cursed / Darkness | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Shadows | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Cursed / Punishments | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Cursed / Advanced shadowmancy | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / One with shadows | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Cursed / Force of will | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Gestures | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Cursed / Dark sustenance | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | active |
You successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You failed to protect the repented thief from death by shivgoroth. Escort: repented thief (level 3 of Norgos Lair) | failed |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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. | 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 named Urkis. The mages of Angolwen are ready to teleport you there. | 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 avoidance. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed length of troll intestine. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed warg claw. * You've found the needed sandworm tooth. 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 chunk of ghoul flesh. * You've found the needed snow giant kidney. * You've found the needed pouch of bone giant dust. 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 skeleton mage skull. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed xorn fragment. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 within | active |
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 | Manamasta (Corpses) (0 def, 5 armour) Manamasta (Corpses) (0 def, 5 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +1 Mag ----- def ----- Armour +5 Resists +3% light +9% cold +9% darkness +3% mind ---------- misc Stam/turn +2.00 Infravis +2 Curse of Corpses A pair of boots made of leather. |
Light source | Summertide Phial Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(127 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | Emelata the Scabwrest (Corpses) (0 def, 5 armour) Emelata the Scabwrest (Corpses) (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +10 Dex +6 Wil +4 Cun dps ---------- Dmg.mod +12% nature +9% lightning Apr +6 ----- def ----- Armour +5 Fatigue +5% Resists +9% blight +18% darkness +3% nature +3% lightning Mind.save +10 (+3 eff.) ---------- misc Infravis +6 Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Flamewrought (Shrouds) (0 def, 2 armour) Flamewrought (Shrouds) (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+0 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds Flamespit: Level 4.5 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 95.16 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Tool | ash totem of healing 'Islawe' [power 170] (9/15 cooldown) ash totem of healing 'Islawe' [power 170] (9/15 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Spell.pwr +25 (+12 eff.) Phasing +30% Melee Ret 2 arcane ----- def ----- Resists +5% arcane Heal yourself and all friendly characters within 10 spaces for 170 Puts all charms on 15 cooldown 100% to heal for 40. Natural totems are made by powerful wilders to store nature power. |
On fingers | titan's copper ring of tenacity titan's copper ring of tenacity0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Max.HP +23.00 Disarm- +24% Pinning- +20% Knockbk- +20% Rings make your fingers look great! |
On fingers | rogue's copper ring of tenacity rogue's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+2 eff.) Max.HP +21.00 Disarm- +20% Pinning- +21% Knockbk- +20% Rings make your fingers look great! |
Around neck | grounding steel amulet of cunning (+3) grounding steel amulet of cunning (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +12% lightning Stun/Frz- +25% Amulets make your neck look great! |
In main hand | creative pulsing mindstar of sand (Misfortune) (14-15 power, 32 apr, nature damage) creative pulsing mindstar of sand (Misfortune) (14-15 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego+] Nature/Psionic Power 13.5 - 14.9 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +4 Cun dps ---------- Mind.crit +4% Crit.mult +10.00% Mind.pwr +8 (+2 eff.) Melee+ 9 physical Dmg.mod +9% physical Res.pen +5% physical ----- def ----- Resists +10% physical ---------- misc Talents +1 Attune Mindstar Curse of Misfortune 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. |
Around waist | Eilinuma the Brandwill (Madness) Eilinuma the Brandwill (Madness)1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +3 (+2 eff.) Res.pen +15% fire +15% temporal Melee Ret 2 darkness ----- def ----- Mind.save +6 (+2 eff.) Curse of Madness A belt that goes around your waist. |
In off hand | gifted pulsing mindstar of flames (Corpses) (12-13 power, 32 apr, mind damage) gifted pulsing mindstar of flames (Corpses) (12-13 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Ego+] Nature Power 12.0 - 13.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +10 (+2 eff.) All.spd +5% Melee+ 8 fire Dmg.mod +8% fire Res.pen +13% fire ----- def ----- Resists +10% fire ---------- misc Talents +1 Attune Mindstar Curse of Corpses 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. |
Cloak | elven-silk cloak 'Earezilarin' (Madness) (3 def, 7 armour) elven-silk cloak 'Earezilarin' (Madness) (3 def, 7 armour)2.0 T5 cloak armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +15 Wil +3 Cun +1 Con dps ---------- Mind.crit +8% Mind.pwr +5 (+1 eff.) ----- def ----- Armour +7 Defense +3 (+2 eff.) Resists +28% cold Crit.chn- 10.00% Spell.save +12 (+6 eff.) Mind.save +15 (+5 eff.) Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Robe of Force (Madness) (12 def, 8 armour) Robe of Force (Madness) (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+6 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+5 eff.) Curse of Madness Send out a range 5 beam of kinetic energy, dealing 55.02 to 68.78 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Inventory
healing infusion of the sneak (heal 170; cd 14) healing infusion of the sneak (heal 170; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 170 then cleanse 1 wound, poison, and disease effect. 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. Press to compare to your current inscriptions |
heroism infusion (die at -140; dur 8; cd 25) heroism infusion (die at -140; dur 8; cd 25)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -140 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 280 life, 16 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 622%; cd 8) movement infusion of the wizard (speed 622%; cd 8)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 622% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
acid wave rune (damage 30; dur 4; cd 16) acid wave rune (damage 30; dur 4; cd 16)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 30.00 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune (range 3; phase 17; cd 11) blink rune (range 3; phase 17; cd 11)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 3 Cooldown 11 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 3 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 17%, your defense is increased by 17 and all your resistances by 17%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 34; cd 19) shatter afflictions rune (absorb 34; cd 19)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd 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 34 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Earthen Beads Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 3.5 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 372 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Feathersteel Amulet Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+7 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
clarifying steel amulet of constitution (+3) clarifying steel amulet of constitution (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +13% mind Confus- +26% Amulets make your neck look great! |
copper amulet of dexterity (+3) copper amulet of dexterity (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex Amulets make your neck look great! |
mindweaver's stralite amulet of perfection (0.14 Cursed / Cursed aura,0.14 Cursed / Darkness) mindweaver's stralite amulet of perfection (0.14 Cursed / Cursed aura,0.14 Cursed / Darkness)0.1 T4 amulet jewelry [Ego++] Master/Psionic While equipped: Stats +3 Wil dps ---------- Mind.pwr +9 (+2 eff.) ----- def ----- Mind.save +5 (+1 eff.) Confus- +13% ---------- misc Masteries +0.14 Cursed/Cursed aura +0.14 Cursed/Darkness Amulets make your neck look great! |
Ring of Growth Ring of Growth0.1 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 (+4 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. |
Stormwire Stormwire0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +21% lightning +6% nature Melee Ret 10 nature ----- def ----- HP.reg +1.00 Stun/Frz- +26% Rings make your fingers look great! |
Vargh Redemption Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 17.12 cold and 19.52 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
copper ring of arcana (+0.12/turn) copper ring of arcana (+0.12/turn)0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Silence- +20% ---------- misc Mana/turn +0.12 Rings make your fingers look great! |
warrior's steel ring (Shrouds) warrior's steel ring (Shrouds)0.1 T2 ring jewelry [Ego] Master While equipped: Stats +4 Str ----- def ----- Armour +8 Curse of Shrouds Rings make your fingers look great! |
elven-wood longbow of fire (Nightmares) elven-wood longbow of fire (Nightmares)4.0 T4 longbow 2H weapon Reqs Dex 35 Shoot [Ego] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 Ranged+ +14 fire While equipped: dps ---------- Dmg.mod +23% fire Curse of Nightmares Longbows are used to shoot arrows at your foes. |
steel longsword of erosion (Shrouds) (16-22 power, 3 apr) steel longsword of erosion (Shrouds) (16-22 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Nature Power 15.5 - 21.7 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +7 nature Curse of Shrouds Sharp, long, and deadly. |
infernal elven-wood magestaff (Misfortune) (25-30 power, 5 apr, arcane element) infernal elven-wood magestaff (Misfortune) (25-30 power, 5 apr, arcane element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Crit.mult +19.00% Spell.pwr +17 (+9 eff.) Melee+ 17 fire Dmg.mod +25% arcane ---------- misc See.Invis +10 Talents +1 Command Staff Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
surging ash magestaff (Misfortune) (15-18 power, 3 apr, lightning element) surging ash magestaff (Misfortune) (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] 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: dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) S.pwr/crit +4 Dmg.mod +15% lightning ---------- misc Talents +1 Command Staff Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
stralite steamsaw of cold resistance (+18%) (Misfortune) (32-49 power, 0 apr) stralite steamsaw of cold resistance (+18%) (Misfortune) (32-49 power, 0 apr)3.0 T4 steamsaw 1H weapon Reqs Str 35 Steam Pool [Ego] Master/Steamtech Power 32.5 - 48.8 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +70 Uses 1.0 Steam While equipped: ----- def ----- Armour +5 Defense +8 (+4 eff.) Fatigue +10% Resists +18% cold ---------- misc Talents +2 Block Curse of Misfortune 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! |
warbringer's dwarven-steel steamsaw of rage (Nightmares) (22-34 power, 0 apr) warbringer's dwarven-steel steamsaw of rage (Nightmares) (22-34 power, 0 apr)3.0 T3 steamsaw 1H weapon Reqs Str 24 Steam Pool [Ego++] Master/Steamtech Power 22.5 - 33.8 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +44 Uses 1.0 Steam While equipped: Stats +2 Str +2 Con dps ---------- Phys.pwr +8 (+6 eff.) Dmg.mod +8% physical Res.pen +8% physical Acc +7 (+6 eff.) ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% Disarm- +15% ---------- misc Talents +2 Block Curse of Nightmares 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! |
balanced steel waraxe of crippling (Nightmares) (10-15 power, 3 apr) balanced steel waraxe of crippling (Nightmares) (10-15 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego+] Master Power 10.5 - 14.7 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Acc +7 (+6 eff.) ----- def ----- Defense +8 (+4 eff.) Disarm- +25% Curse of Nightmares One-handed war axes. |
tormentor's cashmere robe of lightning (+24%) (Nightmares) (0 def, 0 armour) tormentor's cashmere robe of lightning (+24%) (Nightmares) (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Nature/Psionic While equipped: Stats +4 Cun dps ---------- Crit.mult +13.00% Dmg.mod +16% lightning ----- def ----- Resists +24% lightning +11% all ---------- misc Hate/m.crit +3.00 Psi/m.crit +3.00 Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of dwarven-steel boots of tirelessness (Shrouds) (0 def, 4 armour) pair of dwarven-steel boots of tirelessness (Shrouds) (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +4 Fatigue +3% ---------- misc Stam/turn +0.80 Max.stam +19.00 Curse of Shrouds Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
drakeskin leather gloves of strength (+3) (Madness) (0 def, 3 armour) drakeskin leather gloves of strength (+3) (Madness) (0 def, 3 armour)1.0 T4 hands armor [Ego] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+4 eff.) ----- def ----- Armour +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Crown of Burning Pain (Shrouds) (9 def, 0 armour) Crown of Burning Pain (Shrouds) (9 def, 0 armour)4.0 T3 head armor [Unique] Arcane While equipped: Stats +4 Cun +4 Wil dps ---------- Dmg.mod +25% fire ----- def ----- Defense +9 (+5 eff.) Fatigue +4% Resists +25% fire Curse of Shrouds Meteor Rain: Level 3.5 Pwr.cost 34 out of 50/50. Range 5 Travel.spd instantaneous Is a spell Description: Use arcane forces to summon 4 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 54.98 fire and 55.47 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
impenetrable stralite mail armour of temporal resistance (Misfortune) (4 def, 16 armour) impenetrable stralite mail armour of temporal resistance (Misfortune) (4 def, 16 armour)14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego] Arcane/Master While equipped: ----- def ----- Armour +16 Defense +4 (+2 eff.) Fatigue +12% Resists +21% temporal Curse of Misfortune A suit of armour made of mail. |
Frigidsage the cured leather armour (Nightmares) (6 def, 7 armour) Frigidsage the cured leather armour (Nightmares) (6 def, 7 armour)9.0 T2 light armor [Rare] Nature While equipped: dps ---------- Dmg.mod +21% cold Res.pen +5% blight +10% cold Melee Ret 8 cold On Hit (Melee): * 10% chance to reduce armor by 26% ----- def ----- Armour +7 Defense +6 (+3 eff.) Fatigue +7% Resists +8% acid +7% cold +12% blight ---------- misc Breathe water Curse of Nightmares A suit of armour made of leather. |
marauder's reinforced leather armour of the wind (Shrouds) (26 def, 7 armour) marauder's reinforced leather armour of the wind (Shrouds) (26 def, 7 armour)9.0 T4 light armor Reqs Str 18 [Ego++] Master While equipped: Stats +5 Str +6 Dex dps ---------- Phys.crit +3.0% Apr +9 ----- def ----- Armour +7 Defense +26 (+11 eff.) Fatigue +8% Phys.save +7 (+4 eff.) ---------- misc Stam/turn +0.60 Curse of Shrouds Second Wind: (Instant) Puts all charms on 35 cooldown Level 5.5 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 116 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
Beleriminn (Nightmares) (0 def, 9 armour) Beleriminn (Nightmares) (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training Str 28 [Rare] Nature While equipped: dps ---------- Dmg.mod +6% acid +15% mind Res.pen +25% acid On Hit (Melee): * 20% chance to reduce all saves and defense by 35 ----- def ----- Armour +9 Fatigue +22% Resists +12% mind +6% acid Max.HP +27.00 Curse of Nightmares A suit of armour made of metal plates. |
quiver of yew arrows of accuracy (19/21, 31-43 power, 10 apr) quiver of yew arrows of accuracy (19/21, 31-43 power, 10 apr)3.0 T3 arrow ammo Reqs Dex 24 [Ego] Master Power 31.0 - 43.4 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Acc +12 Apr +10 Crit +2.0% Capacity 21 Arrows are used with bows to pierce your foes to death. |
iron pickaxe 'Gleamorder' (dig speed 29 turns) iron pickaxe 'Gleamorder' (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +1 Dex +2 Mag +2 Con dps ---------- On Hit (Melee): * 10% chance to reduce damage dealt by 28% ----- def ----- Resists +6% light ---------- misc Light +1 Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Sleetwind' (dig speed 9 turns) voratun pickaxe 'Sleetwind' (dig speed 9 turns)3.0 T5 digger tool [Random Unique] Nature/Master While equipped: Stats +3 Str dps ---------- Mind.crit +4% Dmg.mod +9% nature ----- def ----- Resists +6% cold +7% fire +13% nature +8% darkness Mind.save +15 (+5 eff.) ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Eye of the Dreaming One Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 4.5 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 17 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Crystal Focus Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Annulment (0/1) Rod of Annulment (0/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 5/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Xalratta the Eclipsewitch (16/16, 30-37 power, 2 apr) Xalratta the Eclipsewitch (16/16, 30-37 power, 2 apr)3.0 T2 shot ammo [Rare] Master Power 30.5 - 36.6 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +2 Crit +11.5% Capacity 16 Ranged+ +20 light +20 darkness On Hit.r1 +8 darkness On Crit.r2 +20 darkness On Hit: * 20% chance to reduce damage dealt by 28% On Crit: * Wound the target dealing 43 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
pouch of steel shots of wind (21/21, 19-23 power, 2 apr) pouch of steel shots of wind (21/21, 19-23 power, 2 apr)3.0 T2 shot ammo [Ego] Nature Power 19.0 - 22.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 21 Proj.spd +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 31 physical damage Shots are used with slings to pummel your foes to death. |
Bizzare Contraption Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+9 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
Achievements
By Kazrim the Cornac Doomed level 19
60th Haze 122nd year of Ascendancy at 18:39 see stats
By Kazrim the Cornac Doomed level 10
56th Dusk 122nd year of Ascendancy at 23:52 see stats
By Kazrim the Cornac Doomed level 20
60th Haze 122nd year of Ascendancy at 18:56 see stats
By Kazrim the Cornac Doomed level 28
20th Regrowth 123rd year of Ascendancy at 05:24 see stats
By Kazrim the Cornac Doomed level 26
1st Allure 123rd year of Ascendancy at 09:05 see stats
By Kazrim the Cornac Doomed level 7
78th Pyre 122nd year of Ascendancy at 11:51 see stats
By Kazrim the Cornac Doomed level 10
61st Dusk 122nd year of Ascendancy at 05:33 see stats
By Kazrim the Cornac Doomed level 26
1st Allure 123rd year of Ascendancy at 20:15 see stats
By Kazrim the Cornac Doomed level 17
50th Haze 122nd year of Ascendancy at 22:19 see stats
By Kazrim the Cornac Doomed level 26
1st Allure 123rd year of Ascendancy at 13:00 see stats
Log
Hurricane from Urkis, the High Tempest hits Kazrim for 83 lightning damage.
Hurricane from Urkis, the High Tempest hits Shadow for 116 lightning damage.
You have deflected 26 incoming damage!
Thunderstorm hits Shadow for 77 lightning damage.
Thunderstorm hits Kazrim for (26 deflected), 27 lightning (27 total damage).
Agony from Kazrim hits Urkis, the High Tempest for (92 absorbed), (92 mana), 0 mind (0 total damage).
Urkis, the High Tempest casts Freeze.
Kazrim's mania hastens cooldowns.
You have deflected 20 incoming damage!
Kazrim resists!
Urkis, the High Tempest hits Kazrim for (20 deflected), 135 cold (135 total damage).
Shadow casts Blindside.
Shadow hits Urkis, the High Tempest for (127 absorbed), (127 mana), 0 physical (0 total damage).
Hurricane from Urkis, the High Tempest hits Kazrim for 85 lightning damage.
Hurricane from Urkis, the High Tempest hits Shadow for 118 lightning damage.
Hurricane from Urkis, the High Tempest killed Shadow!
Kazrim uses Infusion: Movement.
Kazrim is moving at extreme speed!
Kazrim's mania hastens cooldowns.
You have deflected 48 incoming damage!
Kazrim feels pain again.
Hurricane from Urkis, the High Tempest hits Kazrim for (48 deflected), 60 lightning (60 total damage).
You have deflected 47 incoming damage!
Kazrim slows down.
Hurricane from Urkis, the High Tempest hits Kazrim for (47 deflected), 48 lightning (48 total damage).
Kazrim the level 28 cornac doomed was electrocuted to death by Urkis, the High Tempest and used in mad electrical reanimation experiments on level 2 of Tempest Peak.