









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Steamtech UI 1.1.4 Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.5.4Donators/Buyers bonus! FlexSpec Respec Limitation Relaxer 1.5.5 |
Campaign | Maj'Eyal |
Mode | Easy Adventure |
Sex | Female |
Race | Cornac |
Class | Mindslayer |
Level / Exp | 21 / 1% |
Size | medium |
Lifes / Deaths | Killed by skeleton master archer at level 20 on the 14th Haze 122nd year of Ascendancy at 20:54 2 / 3Killed by nightmare horror at level 20 on the 15th Haze 122nd year of Ascendancy at 14:36 Killed by armoured skeleton warrior at level 20 on the 15th Haze 122nd year of Ascendancy at 16:38 |
Primary Stats
Strength | 16 (base 14) |
Dexterity | 10 (base 10) |
Constitution | 16 (base 10) |
Magic | 12 (base 10) |
Willpower | 62 (base 48) |
Cunning | 38 (base 37) |
Resources
Life | 389/389 |
Mana | 420/420 |
Psi | 121/131 |
Healing Factor | 1.0483870967742 |
Regeneration | 0.26209677419355 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +59.30768307989% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 7 |
See Stealth | 57.237717309058 |
See Invisible | 52.237717309058 |
Offense: Mainhand
Damage | 39 |
Accuracy | 27 |
Crit Chance | 15% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 12 |
Crit Chance | 9% |
Speed | 1 |
Offense: Mind
Mindpower | 40 |
Crit Chance | 15% |
Speed | 1 |
Offense: Damage Bonus
Acid | +25% |
Arcane | +28% |
Cold | +24% |
All | 0% |
Lightning | +16% |
Darkness | +4% |
Temporal | +9% |
Physical | +5% |
Mind | +9% |
Fire | +35% |
Nature | +9% |
Offense: Damage Penetration
Fire | +10% |
Lightning | +15% |
Defense: Base
Armour (hardiness) | 23 (30%) |
Defense | 13 |
Ranged Defense | 23 |
Fatigue | 0 |
Physical Save | 11 |
Spell Save | 22 |
Mental Save | 36 |
Defense: Resistances
Acid | + 12%( 70%) |
Arcane | 0%( 70%) |
Cold | + 37%( 70%) |
All | 0%( 70%) |
Lightning | + 12%( 70%) |
Darkness | + 9%( 70%) |
Temporal | + 3%( 70%) |
Physical | + 9%( 70%) |
Mind | + 8%( 70%) |
Fire | + 41%( 70%) |
Nature | + 23%( 70%) |
Defense: Immunities
Stun Resistance | 19% |
Instadeath Resistance | 100% |
Confusion Resistance | 10% |
Fear Resistance | 0% |
Knockback Resistance | 0% |
Poison Resistance | 10% |
Blind Resistance | 39% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. |
Class Talents
Psionic / Absorption | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Psionic / Augmented striking | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Voracity | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Focus | 1.90 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Psionic / Projection | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Psionic / Psi-fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Augmented mobility | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Kinetic Shield |
talent | Kinetic Aura |
talent | Thermal Aura |
talent | Thermal Shield |
talent | Premonition |
talent | Skate |
talent | Beyond the Flesh |
beneficial effect | The target is recovering 14 life each turn. Recovery |
beneficial effect | Reduces fire damage received by 11%. Premonition Shield |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | 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 | done |
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 talent Premonition (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by forest wight. Escort: repented thief (level 1 of Dreadfell) | 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 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. | 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: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed honey tree root. * You've found the needed vial of elder vampire blood. 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 length of troll intestine. * You've found the needed orc heart. * You've found the needed black mamba head. | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | ![]() 3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 5.5 - 6.1 Mind Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +4% acid +3% mind +4% darkness Melee Ret 3 mind 4 darkness ---------- misc Equi/ret +0.70 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. |
Light source | ![]() 2.0 T1 lite [Ego] Master/Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +6% mind ---------- misc Light +5 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 [Ego++] Arcane/Psionic While equipped: Stats +1 Cun +1 Wil dps ---------- Mind.crit +4% Dmg.mod +5% acid +4% lightning +4% cold +4% arcane +4% fire ----- def ----- Defense +1 (+1 eff.) Mind.save +11 (+5 eff.) Confus- -20% Fear- -20% Hateful Whisper: Puts all charms on 15 cooldown Level 4.0 Pwr.cost 15 out of 15/15. Range 5 Travel.spd instantaneous Is a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 142 mind damage and feed you 4 hate. For the first 3 turns, the whisper will travel from the original victim to a new one within a range of 3.0. Every victim of the whisper has a 30% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
On feet | ![]() 3.0 T1 feet armor [Rare] Master While equipped: Stats +2 Mag dps ---------- S.pwr/crit +10 Melee Ret 16 arcane ----- def ----- Armour +3 Defense +2 (+2 eff.) Rng.Def +4 (+2 eff.) Fatigue +2% ---------- misc Max.mana +40.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | ![]() 2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 51 for 7 turns Puts all charms on 20 cooldown 100% to regenerate 3 hate. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +24% arcane Melee Ret 4 arcane ----- def ----- Resists +9% mind Blind- +24% ---------- misc Infravis +4 See.Stealth +10 See.Invis +5 Rings can have magical properties. |
On fingers | ![]() 0.1 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 1 tidal wave that expands slowly over 7 turns, dealing 19.98 cold and 16.92 physical damage (based on Willpower) each turn and knocking opponents back. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
Around neck | ![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +12% lightning +12% fire Res.pen +15% lightning +10% fire On Hit (Melee): * 15% chance to daze at end of turn ----- def ----- Resists +12% lightning Amulets can have magical properties. |
In main hand | ![]() 3.0 T2 battleaxe 2H weapon [Rare] Master Power 36.5 - 54.8 Physical Uses 88% Wil Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% On Hit: * 40% chance to gain 10% of a turn (3/turn limit) While equipped: dps ---------- Dmg.mod +9% nature +9% temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +3% temporal Massive two-handed battleaxes. |
On hands | ![]() 1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Fire Breath: Level 2.0 Pwr.cost 24 out of 24/24. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 133.96 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% acid ----- def ----- Mind.save +6 (+3 eff.) Max.HP +33.00 Blind- +15% Confus- +20% A belt that goes around your waist. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +2 (+2 eff.) Dmg.mod +3% fire ----- def ----- Armour +6 Defense +10 (+8 eff.) Rng.Def +9 (+4 eff.) Fatigue -2% Resists +3% nature Poison- +10% Confus- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T2 cloth armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +7% acid +5% physical +6% fire +5% cold ----- def ----- Resists +12% acid +10% physical +12% fire +12% cold ---------- misc Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 T2 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 344% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 17% for 5 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 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 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. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 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 Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 21% for 5 turns. Also removes cross-tier effects of the affected types for free. 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 ability. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 433.82 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 706% for 10 turns and instantly restoring 35 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 89 with a minimum range of 15. 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 ability. |
![]() 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 82 with a minimum range of 15. 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 ability. |
![]() 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 50 with a minimum range of 15. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T2 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +11 Cun +11 Wil dps ---------- Mind.pwr +16 (+6 eff.) Dmg.mod +14% lightning On Hit (Melee): * 15% chance to inflict 15% damage reduction ----- def ----- Resists +37% lightning +3% fire +15% temporal Spell.save +3 (+2 eff.) Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: ----- def ----- Fatigue -4% Resists +15% blight +5% arcane Spell.save +6 (+3 eff.) ---------- misc Max.enc +21 Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Melee Ret 8 mind ----- def ----- Resists +18% blight +3% temporal +6% nature Spell.save +3 (+2 eff.) HP.reg +1.20 Stun/Frz- +20% Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego+] Arcane/Nature While equipped: Stats +4 Mag +5 Wil dps ---------- Spell.pwr +6 (+6 eff.) Dmg.mod +11% acid ----- def ----- Resists +22% acid Rings can have magical properties. |
![]() 1.0 T3 dagger 1H weapon Reqs Mag 24,Dex 24 [Unique] Arcane Potentially it would go with a sword in the future. Power 25.0 - 32.5 Physical Uses 36% Cun, 50% Mag Acc+ +0.5% APR / acc Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+8 eff.) Spell.save +10 (+5 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
![]() 1.0 T2 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 25% Wil, 40% Cun Acc+ +0.5% APR / acc Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+5 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
![]() 1.0 T2 dagger 1H weapon Reqs Dex 17 [Unique] Arcane Power 20.0 - 26.0 Physical Uses 33% Wil, 33% Cun Acc+ +0.5% APR / acc Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +10 blight +10 fire burn On Crit.r2 +20 infective blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 30 [Unique] Arcane Power 27.0 - 35.1 Physical Uses 33% Wil, 40% Cun, 5% Mag Acc+ +0.5% APR / acc Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+6 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
![]() 1.0 T2 dagger 1H weapon Reqs Dex 32 [Unique] Arcane Power 25.0 - 32.5 Physical Uses 33% Wil, 10% Mag, 33% Cun Acc+ +0.5% APR / acc Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 2.0 Pwr.cost 8 out of 10/10. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of darkness, doing 55.22 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
![]() 1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 33% Wil, 40% Cun Acc+ +0.5% APR / acc Apr +25 Crit +0.0% Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+10 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 24 [Rare] Nature Power 17.0 - 22.1 Physical Uses 33% Wil, 33% Cun Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% Melee+ +12 insidious poison While equipped: ----- def ----- Resists +6% temporal +3% fire Spell.save +12 (+6 eff.) Disease- +5% Silence- +5% Stun/Frz- +10% Sharp, short and deadly. |
![]() 5.0 T2 greatmaul 2H weapon Reqs Str 20 [Unique] Nature/Disrupt Power 32.0 - 48.0 Physical Uses 88% Wil Acc+ +0.1% dam / acc Apr +4 Crit +4.0% Atk.spd 100% Melee+ +20 nature On Hit: * 50% chance to shatter magical shields While equipped: Stats +6 Con dps ---------- Dmg.mod +25% nature ----- def ----- Spell.save +15 (+8 eff.) This large steel greatmaul has thick vines wrapped around the handle. |
![]() 3.0 T2 greatsword 2H weapon [Rare] Arcane Power 27.5 - 44.0 Physical Uses 88% Wil Acc+ +0.4% crit.pwr / acc Apr +11 Crit +3.0% Atk.spd 100% Phasing +34% Melee+ +16 fire On Crit.r2 +4 fire While equipped: dps ---------- Dmg.mod +6% darkness ----- def ----- Resists +9% darkness Massive two-handed swords. |
![]() 3.0 T2 greatsword 2H weapon [Random Unique] Arcane/Master Power 22.0 - 35.2 Physical Uses 88% Wil Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Phasing +30% Melee+ +13 acid +13 cold On Crit: * splashes the target with acid While equipped: Stats +2 Dex dps ---------- Acc +10 (+5 eff.) ----- def ----- Armour +6 Defense +10 (+8 eff.) Disarm- +28% Massive two-handed swords. |
![]() 3.0 T2 longsword 1H weapon [Rare] Master Power 14.0 - 19.6 Physical Uses 73% Wil Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Acc +5 (+3 eff.) ----- def ----- Defense +7 (+7 eff.) Resists +3% mind +9% lightning Phys.save +9 (+9 eff.) Spell.save +12 (+6 eff.) Disarm- +22% Stun/Frz- +20% Sharp, long, and deadly. |
![]() 3.0 T3 longsword 1H weapon Reqs Str 24 [Normal] Power 22.0 - 30.8 Physical Uses 73% Wil Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% Sharp, long, and deadly. |
![]() 3.0 T3 mace 1H weapon Reqs Str 24 [Rare] Psionic Power 26.0 - 36.4 Physical Uses 73% Wil Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: Stats +6 Mag +2 Wil +2 Cun dps ---------- Melee Ret 20 fire ---------- misc See.Invis +6 Blunt and deadly. |
![]() 3.0 T3 mace 1H weapon Reqs Str 24 [Ego] Arcane/Master Power 36.0 - 50.4 Physical Uses 73% Wil Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% Melee+ +7 lightning On Hit: * 25% chance for lightning to arc to a second target Blunt and deadly. |
![]() 3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 30% Wil, 10% Cun Mastery Psiblades Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 121.19 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
![]() 5.0 T3 staff 1H weapon Reqs Mag 24 [Rare] Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.2% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% On Hit.r1 +8 physical While equipped: Stats +5 Con dps ---------- Spell.crit +3% Spell.pwr +9 (+8 eff.) Dmg.mod +20% acid +6% physical Apr +4 ----- def ----- Phys.save +30 (+19 eff.) ---------- misc Max.stam +20.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon Reqs Mag 16 [Normal] Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+6 eff.) Dmg.mod +15% physical ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T3 waraxe 1H weapon Reqs Dex 24,Str 40 [Unique] Nature/Master Power 33.0 - 46.2 Physical Uses 73% Wil Acc+ +0.2% crit / acc Apr +4 Crit +7.0% Atk.spd 100% Dmg.conv 50% ice On Hit: 15% Ice Breath 2 While equipped: dps ---------- Res.pen +20% cold ----- def ----- Armour +20 Ice.pen +25% A hand axe carved out of the most frozen parts of the northern wasteland. |
![]() 3.0 T3 whip 1H weapon Reqs Dex 15 [Unique] Psionic Power 19.0 - 20.9 Mind Uses 20% Wil, 61% Cun Mastery Exotic Weapons Mastery Acc+ +0.4% crit.pwr / acc Acc uses Wil Apr +7 Crit +5.0% Atk.spd 125% While equipped: dps ---------- Mind.crit +3% Mind.pwr +10 (+4 eff.) Strike all targets in a line (for 100% weapon damage as mind) out to range 4. Uses 10 power out of 10/10 A small mindstar rests at top of this handle. As you touch it, a translucent cord appears, flicking with your will. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Phys.pwr +10 (+6 eff.) Dmg.mod +6% physical ----- def ----- Armour +9 Defense +9 (+8 eff.) Rng.Def +9 (+4 eff.) Fatigue +3% Resists +6% darkness Die.at -80.00 life HP.reg +0.80 ---------- misc Infravis +2 A pair of boots made of leather. |
![]() 3.0 T3 feet armor [Normal] While equipped: ----- 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. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +18% acid Res.pen +10% acid +10% mind On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Armour +3 Fatigue +3% Resists +8% fire +7% cold A pair of boots made of leather. |
![]() 1.0 T3 hands armor [Rare] Master While equipped: Stats +4 Dex dps ---------- Res.pen +20% darkness +10% temporal Acc +12 (+6 eff.) On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +2 Resists +12% darkness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T1 hands armor [Ego++] Disrupt/Master While equipped: dps ---------- Phys.pwr +5 (+3 eff.) Acc +5 (+3 eff.) Apr +6 ----- def ----- Armour +4 Resists +5% blight Spell.save +8 (+4 eff.) Mind.save +5 (+2 eff.) Max.HP +40.00 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 7.0 T2 shield armor Reqs Heavy Armour Training 2 [Ego] Master While equipped: ----- def ----- Armour +2 Defense +6 (+6 eff.) Rng.Def +6 (+3 eff.) Fatigue +8% Resists +16% lightning ---------- misc Talents +2 Block Handheld deflection devices. |
![]() 3.0 T3 arrow ammo Reqs Dex 24 [Ego] Nature/Master Power 32.0 - 44.8 Physical Uses 36% Wil, 51% Cun Acc+ +0.2% crit / acc Acc +12 Apr +10 Crit +2.0% Capacity 19 Ranged+ +12 cold On Crit.r2 +11 cold Arrows are used with bows to pierce your foes to death. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
![]() 1.0 T3 lite [Ego+] Arcane While equipped: ----- def ----- Resists +6% cold +5% temporal Def/telep +10 Res/telep +15% Dur/telep +16% ---------- misc Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+5 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T4 wand charm [Random Unique] Arcane While equipped: Stats +2 Wil dps ---------- On Hit (Melee): * Slows global speed by 30% ---------- misc Max.hate +6.00 Talents +2 Void Blast +6 Strike Cooldown Strike -2 Creates a wall of flames lasting 4 turns (dealing 303 fire damage overall) Puts all charms on 6 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Log
Your premonition allows you to raise a shield just in time!
Lambda is on fire!
Eilinutira the Guardian's Flame hits lambda for (6 to psi shield), 19 fire (20 total damage).
Burning from Eilinutira the Guardian hits lambda for (2 to psi shield), 6 fire (7 total damage).
Eilinutira the Guardian casts Pulverizing Auger.
Eilinutira the Guardian hits lambda for (30 to psi shield), 47 physical (48 total damage).
Lambda is recovering from the damage!
lambda receives 19 healing.
Burning from Eilinutira the Guardian hits lambda for (2 to psi shield), 6 fire (7 total damage).
Lambda uses Mindlash.
Welcome to level 21 [Lambda].
Lambda has 3 stat point(s), 1 class talent point(s), 1 generic talent point(s) to spend. Press p to use them.
lambda hits Eilinutira the Guardian for 166 physical damage.
lambda killed Eilinutira the Guardian!
Lambda stops burning.
lambda receives 19 healing.
Lambda deactivates Thermal Shield.
Lambda deactivates Beyond the Flesh.
Lambda deactivates Kinetic Shield.
Lambda deactivates Skate.
Lambda deactivates Thermal Aura.
Lambda deactivates Kinetic Aura.
Lambda deactivates Premonition.
The protective shield of Lambda disappears.
Lambda has finished recovering.