












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 | Insane Roguelike |
Sex | Male |
Race | Halfling |
Class | Skirmisher |
Level / Exp | 21 / 27% |
Size | small |
Lifes / Deaths | Killed by Umeor the Invoker at level 21 on the 23rd Regrowth 123rd year of Ascendancy at 13:17 / 1 |
Primary Stats
Strength | 35 (base 13) |
Dexterity | 57 (base 44) |
Constitution | 23 (base 12) |
Magic | 17 (base 10) |
Willpower | 35 (base 11) |
Cunning | 64 (base 42) |
Resources
Life | -108/557 |
Stamina | 146/222 |
Healing Factor | 1.1099022211821 |
Regeneration | 0.27747555529553 |
Speed
Mental | -1.1102230246252E-14% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 5 |
See Stealth | 41.690059288931 |
See Invisible | 41.690059288931 |
Offense: Mainhand
Damage | 103 |
Accuracy | 64 |
Crit Chance | 59% |
APR | 22 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 10 |
Crit Chance | 23% |
Speed | 1 |
Offense: Mind
Mindpower | 36 |
Crit Chance | 35% |
Speed | 1 |
Offense: Damage Bonus
Blight | +3% |
Physical | +11% |
Cold | +4% |
All | 0% |
Darkness | +5% |
Light | +17% |
Temporal | +17% |
Mind | +15% |
Lightning | +11% |
Offense: Damage Penetration
Physical | +34% |
All | +8% |
Defense: Base
Armour (hardiness) | 28.764593763945 (90.888266585006%) |
Defense | 53 |
Ranged Defense | 53 |
Fatigue | 0 |
Physical Save | 26 |
Spell Save | 23 |
Mental Save | 31 |
Defense: Resistances
Lightning | + 22%( 70%) |
Light | + 23%( 70%) |
Darkness | + 18%( 70%) |
Cold | + 27%( 70%) |
Fire | + 31%( 70%) |
All | + 7%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Confusion Resistance | 28% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 340 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 28% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 154 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 606% 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 Strength stat. |
Class Talents
Cunning / Poisons | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Called Shots | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Buckler Training | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 0/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
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 |
You failed to protect the injured seer from death by Shardskin. Escort: injured seer (level 4 of Old Forest) | failed |
You failed to protect the lone alchemist from death by Kazrim. Escort: lone alchemist (level 3 of Norgos Lair) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. 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 Shardskin. * 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 |
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 Possessed. | 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. | 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 AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * '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.' * You've found the needed chunk of ghoul flesh. * You've found the needed length of troll intestine. Agrimley the hermit has completed an elixir of serendipity without your aid. 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 sandworm tooth. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed orc heart. 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 giant spider spinneret. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
On feet | ![]() 2.0 T1 feet armor [Rare] Psionic While equipped: Stats +3 Con +2 Wil dps ---------- Phys.crit +1.0% Mind.pwr +3 (+2 eff.) Dmg.mod +12% mind Res.pen +16% physical ----- def ----- Armour +1 Defense +5 (+2 eff.) ---------- misc Light +1 Blindside: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 12 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Quiver | ![]() 3.0 T3 shot ammo [Ego+] Psionic Power 33.5 - 40.2 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 20 On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Shots are used with slings to pummel your foes to death. |
Light source | ![]() 2.0 T1 lite [Ego++] Nature/Disrupt While equipped: Stats +4 Wil dps ---------- Phys.crit +4.0% Crit.mult +11.00% Phys.pwr +5 (+2 eff.) ----- def ----- Resists +3% all Spell.save +5 (+3 eff.) ---------- 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 T1 head armor [Rare] Nature While equipped: Stats +1 Str +2 Con dps ---------- Crit.mult +10.00% Phys.pwr +5 (+2 eff.) Dmg.mod +11% lightning +3% physical ----- def ----- Defense +1 (+0 eff.) Resists +16% lightning Die.at -20.00 life A pointy cloth hat, very wizardly... |
On hands | ![]() 1.0 T2 hands armor [Random Unique] Nature/Master While equipped: Stats +2 Str +4 Dex +4 Cun dps ---------- Mind.crit +3% Melee+ 7 cold Dmg.mod +4% cold Acc +10 (+2 eff.) ----- def ----- Armour +2 Resists +5% cold Phys.save +8 (+4 eff.) ---------- misc Equi/ret +0.08 Max.hate +6.00 Cooldown Double Strike -1 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. |
Tool | ![]() 3.0 T3 digger tool [Random Unique] Arcane/Master While equipped: Stats +12 Str +8 Wil +1 Cun dps ---------- Phys.crit +15.0% Mind.crit +13% Dmg.mod +12% temporal Acc +3 (+1 eff.) ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Infravis +4 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T3 ring jewelry [Ego] Master/Psionic While equipped: Stats +4 Cun ----- def ----- Defense +8 (+3 eff.) Mind.save +7 (+3 eff.) Confus- +28% Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +4 Str dps ---------- Crit.mult +10.00% Dmg.mod +3% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 24 ----- def ----- Armour +4 Rings make your fingers look great! |
Around neck | ![]() 0.1 T1 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +2 Mag dps ---------- Spell.crit +4% Crit.mult +11.00% Spell.pwr +4 (+1 eff.) Dmg.mod +5% darkness +5% temporal +5% light +5% physical Acc +6 (+1 eff.) Apr +11 Amulets make your neck look great! |
In main hand | ![]() 4.0 T3 sling 1H weapon [Ego++] Nature/Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: Stats +6 Str +5 Dex +5 Mag +6 Wil +6 Cun +5 Con dps ---------- Res.pen +8% all Acc +10 (+2 eff.) Apr +8 Slings are used to hurl stones or metal shots at your foes. |
Around waist | ![]() 1.0 T3 belt armor [Ego++] Master While equipped: Stats +4 Cun +4 Wil dps ---------- Phys.crit +4.0% Crit.mult +7.00% Phys.pwr +4 (+1 eff.) Against +18% Summoned ----- def ----- D.Red.from +23% Summoned A belt that goes around your waist. |
In off hand | ![]() 7.0 T3 shield armor Reqs Shield usage training [Random Unique] Arcane/Master When used to Attack: Power 33.5 - 40.2 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +84 On Crit.r2 +24 light +16 fire On Hit: * 20% chance to reduce strength, dexterity, and constitution by 6 While equipped: dps ---------- Dmg.mod +3% blight On shield block: * Deals 15 light and fire damage to each enemy blocked Melee Ret 6 cold ----- def ----- Armour +6 Fatigue +8% Resists +17% light +16% cold +12% darkness +9% fire ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Dex dps ---------- Dmg.mod +12% light +3% physical Res.pen +10% physical Melee Ret 6 nature ----- def ----- Defense +1 (+0 eff.) Phys.save +3 (+1 eff.) Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 T2 light armor [Random Unique] Master While equipped: dps ---------- Phys.crit +8.0% Crit.mult +22.00% Phys.pwr +12 (+4 eff.) ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +17% fire Spell.save +3 (+2 eff.) Max.HP +40.00 Disease- +10% A suit of armour made of leather. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 263 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 nature talent. Press to compare to your current inscriptions |
![]() 0.1 T3 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Str +6 Dex +7 Mag +6 Wil dps ---------- S.pwr/crit +3 Dmg.mod +6% mind Res.pen +15% light ----- def ----- Resists +9% light ---------- misc Mana/turn +0.10 Max.mana +38.00 Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego+] Nature/Master While equipped: Stats +6 Dex +4 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Ego++] Nature/Master While equipped: dps ---------- Acc +8 (+2 eff.) Apr +8 ----- def ----- Defense +7 (+2 eff.) Resists +6% nature +6% blight Poison- +11% Disease- +11% Disengage: Puts all charms on 10 cooldown Level 2.6 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 3.0 T3 battleaxe 2H weapon [Ego] Arcane/Master Power 45.0 - 67.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +14 cold Massive two-handed battleaxes. |
![]() 3.0 T2 battleaxe 2H weapon [Ego] Master Power 29.5 - 44.2 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Massive two-handed battleaxes. |
![]() 1.0 T3 dagger 1H weapon [Normal] Power 17.5 - 22.8 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Ego] Nature Power 20.5 - 26.7 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +7 nature Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon [Ego] Master Power 16.5 - 21.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Sharp, short and deadly. |
![]() 5.0 T3 greatmaul 2H weapon [Normal] Power 40.5 - 60.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Massive two-handed mauls. |
![]() 3.0 T3 greatsword 2H weapon [Normal] Power 35.0 - 56.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon [Ego] Master Power 51.0 - 81.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon [Ego] Nature/Disrupt Power 34.0 - 54.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +7 nature On Hit: * 14 arcane resource burn Massive two-handed swords. |
![]() 4.0 T3 longbow 2H weapon [Normal] Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Longbows are used to shoot arrows at your foes. |
![]() 3.0 T2 mace 1H weapon [Ego] Arcane Power 16.0 - 22.4 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +5 light Against +7% Undead On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Blunt and deadly. |
![]() 3.0 T3 mace 1H weapon [Ego] Arcane Power 27.0 - 37.8 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +11 cold Blunt and deadly. |
![]() 3.0 T3 mindstar 1H weapon [Ego] Nature Power 9.5 - 10.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +10 (+5 eff.) ----- def ----- Max.HP +13.00 HP.reg +1.00 ---------- 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 [Ego] Nature Power 4.0 - 4.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +7 (+4 eff.) ---------- 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 [Ego] Nature/Psionic Power 5.5 - 6.1 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Wil dps ---------- Mind.crit +2% Mind.pwr +9 (+4 eff.) ----- def ----- Spell.save +2 (+1 eff.) ---------- 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 T3 mindstar 1H weapon [Ego+] Nature Power 8.5 - 9.4 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Melee+ 8 acid Dmg.mod +7% acid Res.pen +6% acid ----- def ----- Resists +5% acid HP.reg +1.00 ---------- 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 [Ego+] Nature Power 4.5 - 5.0 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Melee+ 6 physical Dmg.mod +4% physical Res.pen +4% physical ----- def ----- Resists +6% physical ---------- 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. |
![]() 4.0 T2 sling 1H weapon [Normal] Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T1 sling 1H weapon [Ego++] Nature Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 While equipped: Stats +4 Str +4 Dex +4 Mag +10 Wil +4 Cun +9 Con ----- def ----- Max.HP +10.00 Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T3 sling 1H weapon [Ego] Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: Stats +1 Str +4 Cun dps ---------- Phys.pwr +7 (+2 eff.) Res.pen +6% physical Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 T2 staff 2H weapon [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 ---------- Phys.crit +7.0% Spell.crit +8% Spell.pwr +13 (+4 eff.) Melee+ 17 arcane Dmg.mod +15% arcane ---------- misc Max.mana +28.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon Reqs Mag 24 [Normal] Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+2 eff.) Dmg.mod +20% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon Reqs Mag 24 [Normal] Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+2 eff.) Dmg.mod +20% temporal ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 2.0 T3 cloak armor [Rare] Nature While equipped: Stats +3 Str +2 Mag +5 Con ----- def ----- Defense +2 (+1 eff.) Resists +13% blight +16% nature +6% light Crit.chn- 15.00% HP.reg +5.00 Heal.mod +13% ---------- misc See.Invis +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Cun +2 Dex dps ---------- Mind.crit +4% Apr +2 ----- def ----- Armour +16 Defense +2 (+1 eff.) Resists +2% physical Phys.save +9 (+4 eff.) ---------- misc Equi/ret +0.08 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +8% blight +11% all Max.HP +50.00 HP.reg +1.80 Heal.mod +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +7% blight +7% all Max.HP +44.00 HP.reg +1.70 Heal.mod +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+2 eff.) Dmg.mod +12% physical ----- def ----- Resists +9% all +12% physical Mind.save +20 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 feet armor [Normal] While equipped: ----- def ----- Armour +3 A pair of boots made of leather. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego] Arcane While equipped: dps ---------- Spell.pwr +6 (+2 eff.) Mov.spd +25% ----- def ----- Armour +4 Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T1 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 6 fire Dmg.mod +4% fire ----- def ----- Armour +1 Resists +6% fire 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 [Ego+] Arcane/Psionic While equipped: Stats +5 Mag +3 Wil dps ---------- Spell.pwr +4 (+1 eff.) Melee+ 4 arcane Dmg.mod +3% arcane ----- def ----- Armour +2 Fatigue +3% Resists +3% arcane HP.reg +3.00 ---------- misc Stam/turn +1.00 Max.stam +12.00 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. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +12% fire Res.pen +15% nature Melee Ret 6 nature ----- def ----- Armour +4 Fatigue +4% ---------- misc Psi/ret +0.04 Max.hate +4.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T3 head armor [Rare] Master While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +6 Fatigue +3% Resists +6% acid +6% darkness Poison- +10% Disease- +20% Knockbk- +10% ---------- misc Infravis +2 A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +6 Dex +4 Mag dps ---------- Crit.mult +20.00% Dmg.mod +6% fire Melee Ret 8 physical ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Psionic While equipped: Stats +2 Str +2 Mag +5 Wil +5 Cun dps ---------- Mind.crit +3% Mind.pwr +7 (+4 eff.) Dmg.mod +8% mind ----- def ----- Defense +2 (+1 eff.) Resists +8% mind +12% cold Phys.save +8 (+4 eff.) Mind.save +8 (+4 eff.) ---------- misc Max.psi +23.00 Light +3 A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Random Unique] Arcane/Nature/Psionic While equipped: dps ---------- Dmg.mod +12% mind +13% light +13% nature Melee Ret 2 arcane ----- def ----- Defense +2 (+1 eff.) Resists +9% blight +12% mind +19% light +19% nature Mind.save +3 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Ego+] Arcane While equipped: Stats +3 Mag +4 Wil dps ---------- Spell.pwr +3 (+1 eff.) ----- def ----- Defense +2 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() 3.0 T3 head armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +4 Fatigue +4% Resists +7% lightning +7% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T3 head armor [Ego+] Nature/Psionic While equipped: Stats +4 Cun +3 Wil dps ---------- Mind.pwr +3 (+2 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +5% lightning +7% temporal A cap made of leather. |
![]() 2.0 T1 head armor [Ego] Nature/Master While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +6% cold Phys.save +11 (+5 eff.) ---------- misc Breathe water A cap made of leather. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +1 Cun ----- def ----- Armour +11 Defense +10 (+3 eff.) Fatigue +12% Mind.save +13 (+6 eff.) A suit of armour made of mail. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +13 Defense +3 (+1 eff.) Fatigue +5% Phys.save +5 (+2 eff.) A suit of armour made of mail. |
![]() 9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+5 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 25 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 48.81 to 146.43 lightning damage (97.62 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
![]() 9.0 T2 light armor [Ego+] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Max.HP +25.00 HP.reg +4.00 Heal.mod +10% A suit of armour made of leather. |
![]() 9.0 T3 light armor [Ego] Arcane While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +14% light +14% darkness +8% arcane Spell.save +13 (+7 eff.) A suit of armour made of leather. |
![]() 9.0 T1 light armor [Ego] Psionic While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +5% mind Mind.save +13 (+6 eff.) A suit of armour made of leather. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 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. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 9 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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. |
![]() 3.0 T3 shot ammo [Normal] Power 34.0 - 40.8 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 17 Shots are used with slings to pummel your foes to death. |
![]() 2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 117 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Phys.crit +3.0% Dmg.mod +6% darkness Acc +10 (+2 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 20% ----- def ----- Defense +25 (+8 eff.) Die.at -40.00 life ---------- misc Max.stam +10.00 Heal yourself and all friendly characters within 10 spaces for 188 Puts all charms on 15 cooldown 100% to heal for 47. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 totem charm [Rare] Nature While equipped: Stats +1 Wil dps ---------- Mind.pwr +10 (+5 eff.) ----- def ----- Mind.save +18 (+9 eff.) Sting an enemy dealing 242 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 totem charm [Ego] Nature Sting an enemy dealing 182 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
By Kazrim the Halfling Skirmisher level 20
10th Allure 123rd year of Ascendancy at 09:42 see stats
By Kazrim the Halfling Skirmisher level 10
45th Haze 122nd year of Ascendancy at 20:04 see stats
By Kazrim the Halfling Skirmisher level 20
10th Allure 123rd year of Ascendancy at 06:17 see stats
By Kazrim the Halfling Skirmisher level 11
49th Haze 122nd year of Ascendancy at 21:38 see stats
By Kazrim the Halfling Skirmisher level 7
79th Pyre 122nd year of Ascendancy at 07:59 see stats
By Kazrim the Halfling Skirmisher level 7
2nd Mirth 122nd year of Ascendancy at 09:05 see stats
By Kazrim the Halfling Skirmisher level 19
9th Allure 123rd year of Ascendancy at 07:35 see stats
Log
Umeor the Invoker casts Manathrust.
Kazrim reacts to damage from Umeor the Invoker, mitigating the blow!.
Umeor the Invoker hits Kazrim for (24 flat reduction), (30 reacted , -4 stam), 94 arcane (94 total damage).
Arcane Vortex from Umeor the Invoker hits Kazrim for (24 flat reduction), 36 arcane (36 total damage).
Umeor the Invoker's arcane area effect hits Huge sandworm burrower for 0 arcane damage.
Umeor the Invoker casts Pulverizing Auger.
Kazrim reacts to damage from Umeor the Invoker, mitigating the blow!.
Umeor the Invoker hits Kazrim for (24 flat reduction), (33 reacted , -4 stam), 105 physical (105 total damage).
Kazrim feels pain again.
Umeor the Invoker's arcane area effect hits Huge sandworm burrower for 0 arcane damage.
Arcane Vortex from Umeor the Invoker hits Kazrim for (24 flat reduction), 35 arcane (35 total damage).
Umeor the Invoker casts Lightning.
Umeor the Invoker hits Kazrim for (24 flat reduction), 106 lightning (106 total damage).
Kazrim is free from the arcane vortex.
Kazrim's awareness returns to normal.
Talent Kill Shot is ready to use.
Umeor the Invoker casts Phase Door.
Talent Block is ready to use.
Talent Bash and Smash is ready to use.
Kazrim uses Block.
Umeor the Invoker casts Pulverizing Auger.
Umeor the Invoker's spell attains critical power!
Kazrim's spell attains critical power!
Kazrim reacts to damage from Umeor the Invoker, mitigating the blow!.
Kazrim hits Umeor the Invoker for 30 fire, 35 light (65 total damage).
Umeor the Invoker hits Kazrim for (84 blocked), (24 flat reduction), (77 reacted , -4 stam), 242 physical (242 total damage).
Kazrim the level 21 halfling skirmisher was torn limb from limb to death by Umeor the Invoker on level 1 of Sandworm lair.