Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: 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:
Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 | Ogre |
Class | Archer |
Level / Exp | 11 / 92% |
Size | big |
Lifes / Deaths | Killed by Mayusetha the poison ivy at level 11 on the 3rd Dusk 122nd year of Ascendancy at 18:30 / 1 |
Primary Stats
Strength | 27 (base 24) |
Dexterity | 38 (base 36) |
Constitution | 11 (base 10) |
Magic | 20 (base 10) |
Willpower | 11 (base 10) |
Cunning | 14 (base 12) |
Resources
Life | -42/511 |
Stamina | 97/132 |
Healing Factor | 1.2597162075847 |
Regeneration | 4.0940776746502 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 5 |
See Stealth | 17.342941493866 |
See Invisible | 17.342941493866 |
Offense: Mainhand
Damage | 52 |
Accuracy | 47 |
Crit Chance | 3% |
APR | 8 |
Speed | 1.00 |
Offense: Spell
Spellpower | 20 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 13 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Arcane | +4% |
Fire | +10% |
All | 0% |
Offense: Damage Penetration
Arcane | +10% |
Defense: Base
Armour (hardiness) | 8 (38.594633868923%) |
Defense | 41 |
Ranged Defense | 41 |
Fatigue | 0 |
Physical Save | 24 |
Spell Save | 25 |
Mental Save | 11 |
Defense: Resistances
Physical | + 1%( 70%) |
Acid | + 9%( 70%) |
Nature | + 3%( 70%) |
Lightning | + 9%( 70%) |
Cold | + 3%( 70%) |
Arcane | + 10%( 70%) |
Fire | + 35%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Stun Resistance | 10% |
Bleed Resistance | 10% |
Confusion Resistance | 30% |
Inscriptions (4/4)
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. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 40 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. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 3 Cooldown: 16 Travel Speed: 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 15%, your defense is increased by 15 and all your resistances by 15%. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 413% 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. |
Class Talents
Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Reflexes | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Technique / Archery training | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Marksmanship | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You must explore the scintillating caves. * You must explore the renegade Shaloren camp. | active |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Magic 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * '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.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' 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 sandworm tooth. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * '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.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
On feet | Ivonne (0 def, 1 armour) Ivonne (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Mag +1 Con offense ------ Ignore resists +10% arcane defense ------ Armor +1 Fatigue -5% Resistance +3% acid Physical save +5 (+3 eff.) Life +100.00 other ------- Encumbrance +23 A pair of boots made of leather. |
Quiver | Chyrak (16/16, 20-28 power, 8 apr) Chyrak (16/16, 20-28 power, 8 apr)3.0 Encumbrance T2 arrow ammo [Random Unique] Arcane/Nature/Master Weapon Damage 20.0 - 28.0 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +12 Ignore Armor +8 Critical Rate +1.5% Capacity 16 Projectile Speed +100% On-ranged-hit +15 lightning +4 physical On-crit, radius 2 +11 lightning On Hit: * 25% chance for lightning to strike from the target to a second target dealing 29 damage While equipped: other ------- Reload +3 Arrows are used with bows to pierce your foes to death. |
Light source | bright brass lantern of health bright brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +40.00 other ------- Light +6 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 | Cyrurin the linen wizard hat (1 def, 0 armour) Cyrurin the linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Wil defense ------ Defense +1 (+1 eff.) Resistance +1% physical Crit Resistance 10.00% Physical save +5 (+3 eff.) Healmod +15% Disease Resist +10% Stun Resist +10% A pointy cloth hat, very wizardly... |
Tool | Velildassra [power 95] (25 cooldown) Velildassra [power 95] (25 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: defense ------ Unlife -40.00 life Cut Resist +10% Confus Resist +20% Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 199 Base Damage: 97 Armor: 2 All Resist: 1 Puts all charms on 25 turn cooldown 100% to increase all damage penetration by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | copper ring 'Bogfame' copper ring 'Bogfame'0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +10% fire On-Hit (Melee): * 10 arcane resource burn defense ------ Resistance +6% acid +20% fire +3% nature +3% cold Spell save +6 (+3 eff.) Rings make your fingers look great! |
Around waist | rough leather belt 'Skyoath' rough leather belt 'Skyoath'1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Accuracy +15 (+5 eff.) defense ------ Armor +2 Resistance +3% lightning Physical save +6 (+3 eff.) Life +30.00 other ------- Stamina/turn +1.00 A belt that goes around your waist. |
In main hand | elm longbow elm longbow4.0 Encumbrance T1 longbow 2H weapon [Normal] Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +6 Longbows are used to shoot arrows at your foes. |
On hands | rough leather gloves of magic (+2) (0 def, 1 armour) =mag= rough leather gloves of magic (+2) (0 def, 1 armour) =mag=1.0 Encumbrance T1 hands armor [Ego] Arcane While equipped: Stats +2 Mag offense ------ Damage +4% arcane defense ------ Armor +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. |
Main armor | troll-hide cured leather armour (6 def, 4 armour) troll-hide cured leather armour (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego+] Nature While equipped: defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Life +32.00 Life Regen +3.00 Healmod +10% A suit of armour made of leather. |
Cloak | linen cloak 'Arthukath' (16 def, 0 armour) linen cloak 'Arthukath' (16 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: defense ------ Defense +16 (+6 eff.) Resistance +5% arcane +3% fire Crit Resistance 10.00% Mind save +3 (+3 eff.) Life +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Hatheyathel Hatheyathel0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Dex defense ------ Resistance +6% lightning +12% fire +5% arcane Crit Resistance 5.00% Confus Resist +10% Amulets make your neck look great! |
Inventory
shatter afflictions rune of the psychic (absorb 34; cd 17) shatter afflictions rune of the psychic (absorb 34; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 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. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
cruel elm starstaff (10-12 power, 2 apr, physical element) cruel elm starstaff (10-12 power, 2 apr, physical element)5.0 Encumbrance T1 staff 2H weapon [Ego] Master Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +7% Critical power +11.00% Spellpower +3 (+1 eff.) Damage +10% physical other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm vilestaff (10-12 power, 2 apr, acid element) elm vilestaff (10-12 power, 2 apr, acid element)5.0 Encumbrance T1 staff 2H weapon [Normal] Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+1 eff.) Damage +10% acid other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
hateful iron battleaxe (12-17 power, 1 apr) hateful iron battleaxe (12-17 power, 1 apr)3.0 Encumbrance T1 battleaxe 2H weapon [Ego] Psionic Weapon Damage 11.5 - 17.2 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% On-hit +9 darkness Damage Against +7% Living Massive two-handed battleaxes. |
Baravor the Ashglory (12-18 power, 2 apr) Baravor the Ashglory (12-18 power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Rare] Disrupt Weapon Damage 12.5 - 17.5 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% Damage Against +6% Unnatural On-crit, radius 2 +4 fire While equipped: Stats +3 Wil offense ------ Critical power +5.00% When Hit 2 fire defense ------ Resistance +9% fire Spell save +12 (+6 eff.) One-handed war axes. |
Neruriavena the iron waraxe (12-17 power, 2 apr) Neruriavena the iron waraxe (12-17 power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Rare] Disrupt Weapon Damage 12.0 - 16.8 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% Damage Against +6% Unnatural While equipped: Stats +1 Con +2 Wil defense ------ Resistance +6% fire +6% darkness +6% temporal One-handed war axes. |
thought-forged iron waraxe of erosion (12-16 power, 2 apr) thought-forged iron waraxe of erosion (12-16 power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Ego] Nature/Psionic Weapon Damage 11.5 - 16.1 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +7 mind +6 nature On Hit: * 10% chance to reduce all saves and defense by 8 While equipped: Stats +2 Cun +2 Wil One-handed war axes. |
Emelolratta the Blindwell (10-13 power, 5 apr) Emelolratta the Blindwell (10-13 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Rare] Arcane Weapon Damage 10.0 - 13.0 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +7 cold On Hit: * 10% chance to reduce damage dealt by 8% While equipped: defense ------ Resistance +3% light +6% temporal Life Regen +2.00 Confus Resist +10% Sharp, short and deadly. |
flaming iron dagger of paradox (10-12 power, 5 apr) flaming iron dagger of paradox (10-12 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Ego] Arcane Weapon Damage 9.5 - 12.3 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +5 temporal On-Hit, radius 1 +7 fire While equipped: defense ------ Resistance +6% temporal Sharp, short and deadly. |
gifted mossy mindstar of life (2-3 power, 12 apr, mind damage) gifted mossy mindstar of life (2-3 power, 12 apr, mind damage)3.0 Encumbrance T1 mindstar 1H weapon [Ego] Nature Weapon Damage 2.5 - 2.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +4 (+4 eff.) defense ------ Life +12.00 Life Regen +0.60 other ------- 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. |
mitotic mossy mindstar (2-3 power, 12 apr, nature damage) mitotic mossy mindstar (2-3 power, 12 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Ego+] Nature Weapon Damage 2.5 - 2.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +5.5% Attack Speed 100% On Hit: * 5% chance to slow global speed by 33% * 5% chance to reduce armor by 22% While equipped: offense ------ Mind Crit +1% Mindpower +2 (+2 eff.) other ------- Talents +1 Attune Mindstar Divide the mindstar in two Puts all charms on 1 turn cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Kinetic Focus (6-7 power, 18 apr, physical damage) Kinetic Focus (6-7 power, 18 apr, physical damage)3.0 Encumbrance T2 mindstar 1H weapon Reqs Wil 18 [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Weapon Damage 6.0 - 6.6 Physical Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+7 eff.) Damage +10% physical Ignore resists +6% physical defense ------ Resistance +10% physical Physical save +6 (+3 eff.) other ------- Psi-on-crit +1.00 Talents +1 Psionic Maelstrom Masteries +0.10 Psionic/Kinetic mastery Kinetic energies are focussed in the core of this mindstar. |
gifted vined mindstar (5-6 power, 18 apr, mind damage) gifted vined mindstar (5-6 power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon Reqs Wil 16 [Ego] Nature Weapon Damage 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +7 (+7 eff.) other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
horrifying vined mindstar of balance (6-6 power, 18 apr, nature damage) horrifying vined mindstar of balance (6-6 power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon Reqs Wil 16 [Ego] Nature/Psionic Weapon Damage 5.5 - 6.1 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+4 eff.) On-Hit 4 mind 3 darkness Damage +3% mind +3% darkness defense ------ Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +3 (+3 eff.) other ------- EQ when Hit +0.50 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. |
flaming steel steamsaw of persecution (13-20 power, 0 apr) flaming steel steamsaw of persecution (13-20 power, 0 apr)3.0 Encumbrance T2 steamsaw 1H weapon Reqs Steam Pool [Ego] Nature/Disrupt/Steamtech Weapon Damage 13.0 - 19.5 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +22 Damage Against +5% Unnatural Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Wil offense ------ On-Hit 5 fire When Hit 1 fire defense ------ Armor +3 Defense +4 (+2 eff.) Fatigue +6% other ------- 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! |
reinforced steel steamsaw (14-20 power, 0 apr) reinforced steel steamsaw (14-20 power, 0 apr)3.0 Encumbrance T2 steamsaw 1H weapon Reqs Steam Pool [Ego] Master/Steamtech Weapon Damage 13.5 - 20.2 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +26 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +5 Defense +4 (+2 eff.) Fatigue +6% other ------- 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! |
steel steamsaw of dampening (12-19 power, 0 apr) steel steamsaw of dampening (12-19 power, 0 apr)3.0 Encumbrance T2 steamsaw 1H weapon Reqs Steam Pool [Ego] Disrupt/Steamtech Weapon Damage 12.5 - 18.8 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +26 Uses 1.0 Steam While equipped: defense ------ Armor +3 Defense +4 (+2 eff.) Fatigue +6% Resistance +7% acid +8% lightning +9% cold +8% fire +3% all Spell save +7 (+3 eff.) other ------- 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! |
swashbuckler's steel steamsaw (14-21 power, 0 apr) swashbuckler's steel steamsaw (14-21 power, 0 apr)3.0 Encumbrance T2 steamsaw 1H weapon Reqs Steam Pool [Ego+] Master/Steamtech Weapon Damage 14.0 - 21.0 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +27 Uses 1.0 Steam While equipped: Stats +2 Str +2 Dex offense ------ Accuracy +7 (+2 eff.) defense ------ Armor +3 Defense +4 (+2 eff.) Fatigue +6% other ------- 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! |
rough leather sling of acid rough leather sling of acid4.0 Encumbrance T1 sling 1H weapon [Ego] Arcane Mastery Master Marksman Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +6 On-ranged-hit +6 acid While equipped: offense ------ Damage +8% acid Slings are used to hurl stones or metal shots at your foes. |
quiver of elm arrows (14/14, 12-17 power, 5 apr) quiver of elm arrows (14/14, 12-17 power, 5 apr)3.0 Encumbrance T1 arrow ammo [Normal] Weapon Damage 12.0 - 16.8 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +1.0% Capacity 14 Arrows are used with bows to pierce your foes to death. |
Layeriminor (0 def, 4 armour, 42 block) Layeriminor (0 def, 4 armour, 42 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training [Random Unique] Nature/Master/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit 8 cold When Hit 3 ice 4 mind defense ------ Armor +4 Fatigue +8% Resistance +17% lightning +12% mind other ------- Talents +1 Block Handheld deflection devices. |
mindwoven linen robe (0 def, 0 armour) mindwoven linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego] Psionic While equipped: offense ------ Mind Crit +2% Mindpower +2 (+2 eff.) defense ------ Resistance +7% all Mind save +17 (+13 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
reinforced leather armour of fire resistance (12 def, 7 armour) reinforced leather armour of fire resistance (12 def, 7 armour)9.0 Encumbrance T4 light armor [Ego] Master While equipped: defense ------ Armor +7 Defense +12 (+4 eff.) Fatigue +8% Resistance +17% fire A suit of armour made of leather. |
Ivovea the steel mail armour (2 def, 11 armour) Ivovea the steel mail armour (2 def, 11 armour)14.0 Encumbrance T2 heavy armor [Random Unique] Master/Psionic While equipped: offense ------ Mind Crit +2% Damage +6% mind defense ------ Armor +11 Defense +2 (+1 eff.) Fatigue +7% Resistance +15% acid +5% mind Physical save +5 (+3 eff.) Mind save +10 (+9 eff.) other ------- EQ when Hit +0.12 A suit of armour made of mail. |
cleansing steel mail armour of stability (2 def, 6 armour) cleansing steel mail armour of stability (2 def, 6 armour)14.0 Encumbrance T2 heavy armor [Ego] Disrupt/Master While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +11% blight +6% physical +11% nature Physical save +12 (+6 eff.) A suit of armour made of mail. |
impenetrable steel mail armour of acid resistance (2 def, 12 armour) impenetrable steel mail armour of acid resistance (2 def, 12 armour)14.0 Encumbrance T2 heavy armor [Ego] Master While equipped: defense ------ Armor +12 Defense +2 (+1 eff.) Fatigue +12% Resistance +17% acid A suit of armour made of mail. |
steel mail armour of acid resistance (2 def, 6 armour) steel mail armour of acid resistance (2 def, 6 armour)14.0 Encumbrance T2 heavy armor [Ego] Master While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +16% acid A suit of armour made of mail. |
Belythra the Voidwinter Belythra the Voidwinter1.0 Encumbrance T1 belt armor [Rare] Disrupt While equipped: offense ------ Mind Crit +2% defense ------ Resistance +6% acid +9% darkness +6% mind +7% blight other ------- Max hate +6.00 A belt that goes around your waist. |
Voidpower Voidpower1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: Stats +2 Str offense ------ Mindpower +3 (+3 eff.) Damage +3% darkness When Hit 6 light 2 darkness On-Hit (Melee): * 10% chance to reduce damage dealt by 8% defense ------ Physical save +6 (+3 eff.) other ------- Light +3 See Invisibility +3 A belt that goes around your waist. |
Umbrablood the cashmere cloak (9 def, 0 armour) =def= Umbrablood the cashmere cloak (9 def, 0 armour) =def=2.0 Encumbrance T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +3 Dex +2 Mag +2 Wil +3 Cun offense ------ Damage +6% mind Ignore resists +5% darkness Accuracy +4 (+1 eff.) Ignore Armor +5 When Hit 4 darkness defense ------ Defense +9 (+3 eff.) Resistance +3% mind Physical save +8 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Earukhad the Kindleusher (0 def, 1 armour) =cunning= Earukhad the Kindleusher (0 def, 1 armour) =cunning=2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +5 Cun defense ------ Armor +1 Resistance +3% light other ------- Stamina/turn +0.40 Max stamina +10.00 Max hate +6.00 A pair of boots made of leather. |
insulating pair of rough leather boots of tirelessness (0 def, 1 armour) insulating pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 Resistance +6% fire +6% cold other ------- Stamina/turn +0.30 Max stamina +12.00 A pair of boots made of leather. |
pair of iron boots of tirelessness (0 def, 3 armour) pair of iron boots of tirelessness (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +3 Fatigue +2% other ------- Stamina/turn +0.30 Max stamina +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
rough leather gloves 'Glimmerpierce' (0 def, 1 armour) rough leather gloves 'Glimmerpierce' (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Psionic While equipped: offense ------ On-Hit 6 mind Damage +4% mind +3% light Ignore resists +15% mind +5% light When Hit 4 nature 6 light defense ------ Armor +1 Resistance +9% mind other ------- Light +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. |
dwarven-steel gauntlets of strength (+4) (0 def, 2 armour) dwarven-steel gauntlets of strength (+4) (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego] Master While equipped: Stats +4 Str offense ------ Physical Power +5 (+2 eff.) defense ------ Armor +2 Fatigue +3% 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. |
sand dwarven-steel gauntlets of dexterity (+3) (0 def, 8 armour) sand dwarven-steel gauntlets of dexterity (+3) (0 def, 8 armour)1.5 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex offense ------ On-Hit 7 physical Damage +4% physical Accuracy +10 (+3 eff.) defense ------ Armor +8 Fatigue +3% 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. |
linen wizard hat (1 def, 0 armour) linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Normal] While equipped: defense ------ Defense +1 (+1 eff.) A pointy cloth hat, very wizardly... |
Aerunne (25 def, 1 armour) Aerunne (25 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: defense ------ Armor +1 Defense +25 (+9 eff.) Fatigue +1% Resistance +12% lightning +6% temporal Crit Resistance 15.00% Mind save +6 (+6 eff.) A cap made of leather. |
rough leather cap 'Brightsaw' (0 def, 1 armour) =mag= rough leather cap 'Brightsaw' (0 def, 1 armour) =mag=2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str +4 Mag +2 Con offense ------ Physical Power +4 (+2 eff.) Damage +9% fire Ignore resists +10% temporal When Hit 2 fire defense ------ Armor +1 Fatigue +1% Resistance +3% fire A cap made of leather. |
agate agate0.0 Encumbrance 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. |
4 spinel 4 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine 8 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon 5 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
58 alchemist agate 58 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Dairyrain the iron pickaxe (dig speed 38 turns) Dairyrain the iron pickaxe (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str offense ------ Damage +6% mind defense ------ Fatigue -5% Crit Resistance 15.00% other ------- Infravision +2 See Invisibility +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Xerathra (dig speed 31 turns) Xerathra (dig speed 31 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str defense ------ Resistance +6% blight +5% arcane +6% acid Physical save +3 (+2 eff.) Life Regen +2.00 Poison Resist +20% other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 Encumbrance 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. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 Encumbrance 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. |
Achievements
By Zenthinks the Ogre Archer level 10
4th Flare 122nd year of Ascendancy at 10:06 see stats
By Zenthinks the Ogre Archer level 7
1st Flare 122nd year of Ascendancy at 01:44 see stats
By Zenthinks the Ogre Archer level 10
6th Flare 122nd year of Ascendancy at 21:25 see stats
Log
Talent Dig is ready to use.
Talent Steady Shot is ready to use.
Psy Worm from Mayusetha the poison ivy hits Zenthinks for 38 mind damage.
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Zenthinks uses Infusion: Movement.
Zenthinks is moving at extreme speed!
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Psy Worm from Mayusetha the poison ivy hits Zenthinks for 38 mind damage.
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Zenthinks is less vulnerable to physical.
Zenthinks slows down.
Talent Pin Down is ready to use.
Psy Worm from Mayusetha the poison ivy hits Zenthinks for 38 mind damage.
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Psy Worm from Mayusetha the poison ivy hits Zenthinks for 38 mind damage.
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Psy Worm from Mayusetha the poison ivy hits Zenthinks for 38 mind damage.
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Zenthinks is no longer harassed.
Psy Worm from Mayusetha the poison ivy hits Zenthinks for 38 mind damage.
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Psy Worm from Mayusetha the poison ivy hits Zenthinks for 19 mind damage.
Zenthinks the level 11 ogre archer was mindraped to death by Mayusetha the poison ivy on level 2 of Norgos Lair.