Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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:
Items Vault 1.7.6Donators/Buyers bonus! 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: 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:
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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Dwarf |
Class | Wyrmic |
Level / Exp | 26 / 82% |
Size | medium |
Lifes / Deaths | Killed by ritch flamespitter at level 26 on the 16th Iron 123rd year of Ascendancy at 05:45 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 65 (base 52) |
Dexterity | 12 (base 10) |
Constitution | 21 (base 11) |
Magic | 8 (base 10) |
Willpower | 82 (base 57) |
Cunning | 27 (base 10) |
Resources
Life | -187/1033 |
Equilibrium | 64 |
Healing Factor | 1.204804467222 |
Regeneration | 20.112790972798 |
Speed
Mental | +2.90723440879% |
Attack | +2.90723440879% |
Movement | +41.31788189224% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Offense: Mainhand
Damage | 70 |
Accuracy | 53 |
Crit Chance | 20% |
APR | 27 |
Speed | 0.97 |
Offense: Offhand
Damage | 69 |
Accuracy | 53 |
Crit Chance | 20% |
APR | 27 |
Speed | 0.97 |
Offense: Spell
Spellpower | 8 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 65 |
Crit Chance | 39% |
Speed | 0.97174897930653 |
Offense: Damage Bonus
Acid | +20% |
Blight | +20% |
Physical | +20% |
Cold | +20% |
All | 0% |
Darkness | +20% |
Lightning | +20% |
Mind | +8% |
Fire | +25% |
Nature | +44% |
Offense: Damage Penetration
Acid | +30% |
Blight | +30% |
Physical | +30% |
Cold | +30% |
Lightning | +30% |
Darkness | +30% |
Mind | +5% |
Fire | +30% |
Nature | +30% |
Defense: Base
Armour (hardiness) | 46.723073231957 (96.438666929426%) |
Defense | 2 |
Ranged Defense | 2 |
Fatigue | 32 |
Physical Save | 52 |
Spell Save | 49 |
Mental Save | 54 |
Defense: Resistances
Acid | + 3%( 70%) |
Blight | + 6%( 70%) |
Arcane | + 5%( 70%) |
Cold | + 22%( 70%) |
All | 0%( 70%) |
Darkness | + 2%( 70%) |
Physical | + 9%( 70%) |
Lightning | + 6%( 70%) |
Mind | + 8%( 70%) |
Fire | + 21%( 70%) |
Nature | + 22%( 70%) |
Defense: Immunities
Pinning Resistance | 20% |
Disarm Resistance | 23% |
Confusion Resistance | 10% |
Knockback Resistance | 52% |
Stun Resistance | 15% |
Instadeath Resistance | 100% |
Blind Resistance | 15% |
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 319 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 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 then cleanse 1 wound, poison, and disease effect. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 308 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Wild-gift / Sand drake aspect | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Wild-gift / Storm drake aspect | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Venom drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
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 successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved talent Psiblades (+1 level(s)). | done |
You failed to protect the lost warrior from death by Wrathroot. Escort: lost warrior (level 4 of Old Forest) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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 has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of the savior. 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 hummerhorn wing. * You've found the needed green worm. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' You have aided Ungrol of Last Hope in creating an elixir of brawn. 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 snow giant kidney. * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * '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.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 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 within2 lumberjacks have died. | done |
Equipment
On feet | Xerymissra (0 def, 5 armour) Xerymissra (0 def, 5 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Crit.mult +10.00% Apr +2 ----- def ----- Armour +5 Fatigue +2% Resists +2% physical Die.at -40.00 life ---------- misc Stam/turn +0.30 Max.stam +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Huryharahad the alchemist's lamp Huryharahad the alchemist's lamp1.0 T3 lite [Rare] Psionic While equipped: Stats +4 Str +5 Wil dps ---------- Dmg.mod +8% mind Apr +2 ----- def ----- Armour +10 Resists +12% cold Phys.save +9 (+3 eff.) ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Bethavena (0 def, 3 armour) Bethavena (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Con dps ---------- On Hit (Melee): * 10% chance to slow global speed by 65% ----- def ----- Armour +3 Fatigue +5% Resists +6% fire +3% mind +5% arcane Max.HP +20.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Zubebrelaith the Noonsteel (0 def, 2 armour) Zubebrelaith the Noonsteel (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Nature/Psionic While equipped: dps ---------- Melee+ 6 nature 6 fire Dmg.mod +5% nature +5% fire ----- def ----- Armour +2 Fatigue +3% Resists +7% fire +6% nature +3% cold HP.reg +1.00 Disease- +20% Confus- +10% ---------- misc Stam/turn +0.80 Max.stam +15.00 Light +2 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. |
Tool | Rhydin (dig speed 36 turns) Rhydin (dig speed 36 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str +1 Wil +1 Con dps ---------- Dmg.mod +6% nature Melee Ret 4 blight ----- def ----- Resists +11% nature Spell.save +3 (+1 eff.) ---------- misc Max.vim +20.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | marksman's copper ring of tenacity marksman's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+2 eff.) ----- def ----- Max.HP +23.00 Disarm- +23% Pinning- +20% Knockbk- +21% Rings make your fingers look great! |
On fingers | savior's gold ring savior's gold ring0.1 T3 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +9 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +6 (+2 eff.) Rings make your fingers look great! |
Around neck | Earthen Beads Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.6 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 351 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
In main hand | nature's thorny mindstar of life (9-9 power, 24 apr, mind damage) nature's thorny mindstar of life (9-9 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego] Nature Power 9.0 - 9.9 Mind Uses 90% Wil, 29% 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 (+2 eff.) Dmg.mod +5% nature ----- def ----- Resists +2% blight Max.HP +16.00 HP.reg +0.70 Disease- +13% ---------- 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. |
Around waist | Rope Belt of the Thaloren Rope Belt of the Thaloren1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+4 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
In off hand | nature's thorny mindstar of balance (8-9 power, 24 apr, mind damage) nature's thorny mindstar of balance (8-9 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego] Nature Power 8.5 - 9.4 Mind Uses 90% Wil, 29% 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 +5 (+2 eff.) Dmg.mod +4% nature ----- def ----- Resists +2% blight Phys.save +4 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +4 (+1 eff.) Disease- +12% ---------- misc Equi/ret +0.80 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. |
Cloak | Tulumagar (1 def, 0 armour) Tulumagar (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +2 Dex +4 Cun dps ---------- Res.pen +5% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 37 ----- def ----- Defense +1 (+1 eff.) Resists +6% mind A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | enlightening steel plate armour of Eyal (0 def, 9 armour) enlightening steel plate armour of Eyal (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Ego++] Nature/Psionic While equipped: Stats +6 Cun +3 Wil ----- def ----- Armour +9 Fatigue +22% Mind.save +11 (+4 eff.) Max.HP +28.00 HP.reg +1.00 Heal.mod +11% A suit of armour made of metal plates. |
Inventory
The Black Core The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
dwarven-steel battleaxe of shearing (30-45 power, 2 apr) dwarven-steel battleaxe of shearing (30-45 power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego+] Master Power 30.0 - 45.0 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: dps ---------- Res.pen +12% all Acc +7 (+4 eff.) Apr +10 Massive two-handed battleaxes. |
stralite battleaxe of erosion (46-69 power, 3 apr) stralite battleaxe of erosion (46-69 power, 3 apr)3.0 T4 battleaxe 2H weapon [Ego] Nature Power 46.0 - 69.0 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% Melee+ +13 nature Massive two-handed battleaxes. |
balanced stralite greatmaul of crippling (55-83 power, 3 apr) balanced stralite greatmaul of crippling (55-83 power, 3 apr)5.0 T4 greatmaul 2H weapon [Ego+] Master Power 55.5 - 83.2 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +13.0% Acc +13 (+7 eff.) ----- def ----- Defense +16 (+16 eff.) Disarm- +39% Massive two-handed mauls. |
stralite greatsword 'Arosus' (49-78 power, 3 apr) stralite greatsword 'Arosus' (49-78 power, 3 apr)3.0 T4 greatsword 2H weapon [Rare] Arcane Power 49.0 - 78.4 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +19 light Against +30% Undead On Crit.r2 +16 arcane On Hit: * 20% chance to reduce strength, dexterity, and constitution by 5 While equipped: dps ---------- Dmg.mod +6% blight +6% arcane +24% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 37 Massive two-handed swords. |
Merkul's Second Eye Merkul's Second Eye4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Unique] Arcane Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 Proj.spd +400% On Hit: 100% Arcane Eye 4 While equipped: dps ---------- Ranged+ 25 arcane ---------- misc Light +2 This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
runic elven-wood longbow of dexterity (+9) runic elven-wood longbow of dexterity (+9)4.0 T4 longbow 2H weapon Reqs Dex 35 Shoot [Ego+] Arcane/Master Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 On Hit: 10% Arcane Vortex 4 While equipped: Stats +9 Dex +2 Mag dps ---------- Spell.pwr +12 (+12 eff.) Dmg.mod +9% arcane Res.pen +14% physical Longbows are used to shoot arrows at your foes. |
Lustregrind (29-41 power, 4 apr) Lustregrind (29-41 power, 4 apr)3.0 T3 longsword 1H weapon [Rare] Master Power 29.5 - 41.3 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +15 (+4 eff.) Dmg.mod +9% arcane ----- def ----- Resists +20% light Mind.save +18 (+6 eff.) Sharp, long, and deadly. |
Serpent's Glare (7-7 power, 15 apr, nature damage) Serpent's Glare (7-7 power, 15 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 90% Wil, 29% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 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 223.96 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
mighty reinforced leather sling of cunning (+4) mighty reinforced leather sling of cunning (+4)4.0 T4 sling 1H weapon Reqs Dex 35 Shoot [Ego] Master Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 While equipped: Stats +4 Cun +3 Str dps ---------- Phys.pwr +12 (+4 eff.) Res.pen +8% physical Slings are used to hurl stones or metal shots at your foes. |
Staff of Arcane Supremacy (20-24 power, 4 apr, physical element) Staff of Arcane Supremacy (20-24 power, 4 apr, physical element)5.0 T3 staff 2H weapon Reqs Mag 24 [Unique] Arcane A true understanding of the arcane is needed to release its full power. Power 20.0 - 24.0 Arcane Uses 150% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.pwr +20 (+16 eff.) Dmg.mod +20% arcane ---------- misc Cooldown Manathrust -1 Masteries +0.20 Spell/Arcane Arcane Supremacy: Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Is a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
cruel elven-wood starstaff of illumination (25-30 power, 5 apr, light element) cruel elven-wood starstaff of illumination (25-30 power, 5 apr, light element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego] Nature/Master Power 25.0 - 30.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +13% Crit.mult +13.00% Spell.pwr +12 (+12 eff.) Dmg.mod +25% light ----- def ----- Defense +8 (+8 eff.) ---------- misc Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 45.80 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
River's Fury (23-32 power, 8 apr) River's Fury (23-32 power, 8 apr)3.0 T1 trident 2H weapon [Unique] Arcane Power 23.0 - 32.2 Physical Uses 40% Wil, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +8 Crit +5.0% Atk.spd 100% Melee+ +15 cold While equipped: dps ---------- Spell.pwr +10 (+10 eff.) Mov.spd +10% Dmg.mod +10% cold Acc +10 (+5 eff.) ----- def ----- Resists +10% cold On Spell Hit: 20% Glacial Vapour 1 Tidal Wave: Level 1.0 Pwr.cost 80 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 2, doing 3.60 cold damage and 3.60 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 3 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
acidic stralite waraxe of massacre (39-54 power, 5 apr) acidic stralite waraxe of massacre (39-54 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego] Arcane/Master Power 39.0 - 54.6 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 One-handed war axes. |
truestriking stralite waraxe of crippling (32-45 power, 5 apr) truestriking stralite waraxe of crippling (32-45 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego++] Master Power 32.5 - 45.5 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +8.0% Res.pen +6% physical Acc +11 (+6 eff.) Apr +8 One-handed war axes. |
noble's hardened leather belt of recklessness noble's hardened leather belt of recklessness1.0 T3 belt armor [Ego++] Master While equipped: Stats +5 Cun +3 Wil dps ---------- Phys.crit +5.0% Crit.mult +8.00% Phys.pwr +4 (+1 eff.) Against +24% Summoned ----- def ----- D.Red.from +29% Summoned A belt that goes around your waist. |
enveloping cashmere cloak of the voidstalker (10 def, 0 armour) enveloping cashmere cloak of the voidstalker (10 def, 0 armour)2.0 T3 cloak armor [Ego+] Arcane/Master While equipped: ----- def ----- Defense +10 (+10 eff.) Resists +13% darkness +13% temporal Phys.save +10 (+4 eff.) Def/telep +14 Res/telep +12% Dur/telep +12% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Crown of Burning Pain (11 def, 0 armour) Crown of Burning Pain (11 def, 0 armour)4.0 T3 head armor [Unique] Arcane While equipped: Stats +5 Cun +5 Wil dps ---------- Dmg.mod +30% fire ----- def ----- Defense +11 (+11 eff.) Fatigue +4% Resists +30% fire Meteor Rain: Level 2.0 Pwr.cost 30 out of 50/50. Range 5 Travel.spd instantaneous Is a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 24.07 fire and 23.11 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
Iron Mail of Bloodletting (2 def, 4 armour) Iron Mail of Bloodletting (2 def, 4 armour)14.0 T2 heavy armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +3.00 Heal.mod +30% ---------- misc Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
Sulfurclamor the dwarven-steel shield (0 def, 6 armour, 32-39 power, 76.5 block) Sulfurclamor the dwarven-steel shield (0 def, 6 armour, 32-39 power, 76.5 block)7.0 T3 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 32.5 - 39.0 Physical Uses 40% Wil, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +76 Melee+ +8 lightning While equipped: dps ---------- Dmg.mod +6% lightning +30% nature Melee Ret 10 lightning 4 cold ----- def ----- Armour +6 Fatigue +8% Resists +20% cold ---------- misc Talents +1 Block Handheld deflection devices. |
Anadramnir (23/23, 33-46 power, 10 apr) Anadramnir (23/23, 33-46 power, 10 apr)3.0 T3 arrow ammo Reqs Dex 24 [Rare] Master Power 33.0 - 46.2 Physical Uses 40% Wil, 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Acc +20 Apr +10 Crit +2.0% Capacity 23 Ranged+ +20 arcane On Hit.r1 +20 arcane On Crit.r2 +20 arcane Arrows are used with bows to pierce your foes to death. |
agate agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
77 alchemist agate 77 alchemist agate0.0 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. |
2 aquamarine 2 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz 6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of Ungolë2.0 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. |
2 spinel 2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
void-walker's alchemist's lamp of clarity void-walker's alchemist's lamp of clarity1.0 T3 lite [Ego+] Arcane/Psionic While equipped: ----- def ----- Resists +7% cold +7% temporal Mind.save +7 (+2 eff.) Def/telep +12 Res/telep +14% Dur/telep +21% ---------- misc Light +4 See.Stealth +11 See.Invis +14 A normal brass lantern, enhanced by alchemy to make it brighter. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
amethyst amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 zircon 2 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Omoul the Dwarf Wyrmic level 21
19th Shortage 122nd year of Ascendancy at 23:40 see stats
By Omoul the Dwarf Wyrmic level 13
26th Profit 122nd year of Ascendancy at 03:01 see stats
By Omoul the Dwarf Wyrmic level 23
11st Iron 123rd year of Ascendancy at 01:32 see stats
By Omoul the Dwarf Wyrmic level 19
15th Loss 122nd year of Ascendancy at 16:02 see stats
By Omoul the Dwarf Wyrmic level 10
30th Voratun 122nd year of Ascendancy at 20:24 see stats
By Omoul the Dwarf Wyrmic level 20
15th Loss 122nd year of Ascendancy at 17:58 see stats
By Omoul the Dwarf Wyrmic level 6
18th Voratun 122nd year of Ascendancy at 14:47 see stats
By Omoul the Dwarf Wyrmic level 10
30th Voratun 122nd year of Ascendancy at 20:42 see stats
By Omoul the Dwarf Wyrmic level 21
28th Shortage 122nd year of Ascendancy at 20:30 see stats
By Omoul the Dwarf Wyrmic level 17
28th Dearth 122nd year of Ascendancy at 16:38 see stats
Log
Omoul gains 0% of a turn from Ancestral Life.
Omoul receives 15 healing.
Ritch flamespitter spits flames!
Ritch flamespitter's mind surges with critical power!
Ritch flamespitter hits Omoul for 142 fire damage.
Saleyalelle the elven tempest summons a Ritch Flamespitter!
Saleyalelle the elven tempest's mind surges with critical power!
Omoul becomes more vulnerable to fire.
Omoul stops bleeding.
Omoul receives 10 healing from Deadly Poison from Siloma the elven corruptor.
Omoul gains 0% of a turn from Ancestral Life.
Ritch flamespitter (wild summon) spits flames!
Ritch flamespitter (wild summon)'s mind surges with critical power!
Ritch flamespitter (wild summon) hits Omoul for 236 fire damage.
Omoul uses Lightning Speed.
Omoul turns into pure lightning!
Omoul stops regenerating health quickly.
Omoul receives 10 healing from Deadly Poison from Siloma the elven corruptor.
Omoul gains 0% of a turn from Ancestral Life.
Omoul uses Infusion: Regeneration.
Omoul starts regenerating health quickly.
Omoul is back to normal.
Ritch flamespitter spits flames!
Ritch flamespitter hits Omoul for 128 fire damage.
Omoul the level 26 dwarf wyrmic was scorched to death by a ritch flamespitter on level 1 of Dark crypt.