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! 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! 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:
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 | Dwarf |
Class | Cursed |
Level / Exp | 21 / 77% |
Size | big |
Lifes / Deaths | Killed by Gloruramina the temporal stalker at level 21 on the 23rd Dearth 122nd year of Ascendancy at 21:18 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 59 (base 40) |
Dexterity | 14 (base 10) |
Constitution | 33 (base 22) |
Magic | 13 (base 10) |
Willpower | 52 (base 40) |
Cunning | 18 (base 10) |
Resources
Life | -27/827 |
Hate | 36/104 |
Healing Factor | 0.91744241872642 |
Regeneration | 2.7981993771156 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Offense: Mainhand
Damage | 82 |
Accuracy | 40 |
Crit Chance | 10% |
APR | 4 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 13 |
Crit Chance | 3% |
Speed | 1 |
Offense: Mind
Mindpower | 40 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +16% |
Light | +10% |
Nature | +15% |
Darkness | +6% |
Mind | +3% |
All | 0% |
Offense: Damage Penetration
Darkness | +15% |
Mind | +20% |
All | 0% |
Defense: Base
Armour (hardiness) | 48.883307766991 (81.151787968034%) |
Defense | 22 |
Ranged Defense | 22 |
Fatigue | 30 |
Physical Save | 41 |
Spell Save | 31 |
Mental Save | 34 |
Defense: Resistances
Acid | + 27%( 70%) |
Arcane | + 9%( 70%) |
Mind | + 13%( 70%) |
All | + 4%( 70%) |
Lightning | + 36%( 70%) |
Light | + 33%( 70%) |
Temporal | + 10%( 70%) |
Physical | + 7%( 70%) |
Fire | + 7%( 70%) |
Nature | + 14%( 70%) |
Defense: Immunities
Stun Resistance | 35% |
Confusion Resistance | 55% |
Fear Resistance | 35% |
Blind Resistance | 10% |
Disarm Resistance | 48% |
Pinning Resistance | 33% |
Silence Resistance | 50% |
Instadeath Resistance | 100% |
Knockback Resistance | 96% |
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 310 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: HeroismUse mode: Activated Range: melee/personal Cooldown: 34 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -521 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1042 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 178 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Cursed / Predator | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Rampage | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed aura | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Effects
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 grave | active |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Willpower by +5. | 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 Strength by +5. | done |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 |
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. | 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 precision. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * You've found the needed electric eel tail. * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed xorn fragment. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * '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.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * You've found the needed warg claw. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 within5 lumberjacks have died. | done |
Equipment
On feet | Lelulandur the pair of iron boots (0 def, 11 armour) Lelulandur the pair of iron boots (0 def, 11 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Cun +3 Wil ----- def ----- Armour +11 Fatigue +2% Resists +3% acid Phys.save +5 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +6 (+3 eff.) Max.HP +20.00 Disease- +10% Confus- +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Summertide Phial Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(109 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | Zanorendil the iron helm (0 def, 3 armour) Zanorendil the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +2 Con dps ---------- Phys.pwr +4 (+1 eff.) Res.pen +20% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 26 ----- def ----- Armour +3 Fatigue +5% Mind.save +3 (+1 eff.) Silence- +20% Pinning- +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Ce'Nutira the Plaguebone (0 def, 2 armour) Ce'Nutira the Plaguebone (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Str +1 Dex dps ---------- Phys.pwr +6 (+2 eff.) Melee+ 7 lightning Dmg.mod +5% lightning Acc +6 (+2 eff.) Melee Ret 2 nature ----- def ----- Armour +2 Fatigue +3% Resists +5% lightning +2% physical Phys.save +7 (+2 eff.) Mind.save +7 (+3 eff.) Disarm- +25% ---------- misc Stam/turn +2.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | iron pickaxe 'Voruriawyn' (dig speed 36 turns) iron pickaxe 'Voruriawyn' (dig speed 36 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +10% nature +3% fire +5% arcane +9% mind Silence- +10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | copper ring 'Delothel' copper ring 'Delothel'0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% lightning On Hit (Melee): * 10% chance to reduce all saves and defense by 26 ----- def ----- Resists +22% lightning ---------- misc Hate/m.crit +4.00 Max.hate +4.00 Rings make your fingers look great! |
On fingers | Huriletar the copper ring Huriletar the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: ----- def ----- Resists +6% lightning +1% physical Phys.save +12 (+4 eff.) Max.HP +20.00 Disarm- +23% Pinning- +23% Knockbk- +41% Rings make your fingers look great! |
Around neck | copper amulet of cunning (+2) copper amulet of cunning (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun Amulets make your neck look great! |
In main hand | enhanced dwarven-steel mace of crippling (Shrouds) (28-38 power, 4 apr) enhanced dwarven-steel mace of crippling (Shrouds) (28-38 power, 4 apr)3.0 T3 mace 1H weapon [Ego++] Nature/Master Power 27.5 - 38.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +4 Str +5 Dex +5 Mag +3 Wil +3 Cun +6 Con dps ---------- Phys.crit +6.0% Curse of Shrouds Blunt and deadly. |
Around waist | blurring rough leather belt of the giants blurring rough leather belt of the giants1.0 T1 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Defense +9 (+5 eff.) Spell.save +5 (+3 eff.) Stealth +5 ---------- misc Size +1 A belt that goes around your waist. |
In off hand | Hathykor (10 def, 14 armour, 9-11 power, 40.5 block) Hathykor (10 def, 14 armour, 9-11 power, 40.5 block)7.0 T1 shield armor Reqs Shield usage training [Rare] Nature When used to Attack: Power 9.0 - 10.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +40 While equipped: dps ---------- Melee+ 7 lightning Melee Ret 3 lightning ----- def ----- Armour +14 Defense +10 (+5 eff.) Fatigue +8% Max.HP +80.00 Knockbk- +20% ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | Mardilathalesta the Treesmash (1 def, 0 armour) Mardilathalesta the Treesmash (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Cun dps ---------- Dmg.mod +9% nature ----- def ----- Defense +1 (+1 eff.) Resists +3% acid +6% temporal Max.HP +32.00 Blind- +10% Silence- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Shadowpain (Madness) (3 def, 8 armour) Shadowpain (Madness) (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +3% mind +6% darkness Res.pen +15% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 21% ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% Resists +18% acid Max.HP +29.00 HP.reg +2.80 ---------- misc Stam/turn +1.00 A suit of armour made of mail. |
Inventory
movement infusion of the wizard (speed 439%; cd 8) movement infusion of the wizard (speed 439%; cd 8)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 439% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 27%; mental; dur 2; cd 14) wild infusion of the warrior (res 27%; mental; dur 2; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 27% for 2 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 nature talent. |
shielding rune of the titan (absorb 216; dur 3; cd 15) shielding rune of the titan (absorb 216; dur 3; cd 15)0.1 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 Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 216 damage for 3 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
steel ring of luminosity steel ring of luminosity0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +3 Mag dps ---------- Melee+ 12 light Ranged+ 13 light Dmg.mod +10% light Rings make your fingers look great! |
balanced steel battleaxe of daylight (Misfortune) (22-34 power, 2 apr) balanced steel battleaxe of daylight (Misfortune) (22-34 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Arcane/Master Power 22.5 - 33.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +10 light Against +12% Undead While equipped: dps ---------- Acc +12 (+4 eff.) ----- def ----- Defense +10 (+5 eff.) Disarm- +28% Curse of Misfortune Massive two-handed battleaxes. |
iron dagger of amnesia (Madness) (10-14 power, 5 apr) iron dagger of amnesia (Madness) (10-14 power, 5 apr)1.0 T1 dagger 1H weapon [Ego+] Psionic Power 10.5 - 13.7 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Curse of Madness Sharp, short and deadly. |
steel dagger of daylight (Madness) (12-15 power, 6 apr) steel dagger of daylight (Madness) (12-15 power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego] Arcane Power 11.5 - 15.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +7 light Against +9% Undead Curse of Madness Sharp, short and deadly. |
chilling dwarven-steel greatsword (Corpses) (36-58 power, 2 apr) chilling dwarven-steel greatsword (Corpses) (36-58 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Arcane Power 36.5 - 58.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +20 cold Curse of Corpses Massive two-handed swords. |
steel greatsword of massacre (Corpses) (34-54 power, 2 apr) steel greatsword of massacre (Corpses) (34-54 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Master Power 33.5 - 53.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Curse of Corpses Massive two-handed swords. |
Corpseminister the dwarven-steel mace (Shrouds) (26-36 power, 4 apr) Corpseminister the dwarven-steel mace (Shrouds) (26-36 power, 4 apr)3.0 T3 mace 1H weapon [Random Unique] Nature/Disrupt Power 26.0 - 36.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Against +10% Unnatural On Hit: * 10% chance to slow global speed by 53% * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: Stats +5 Str +4 Dex +5 Mag +7 Wil +6 Cun +6 Con dps ---------- Dmg.mod +6% nature +9% darkness Res.pen +10% nature Curse of Shrouds Blunt and deadly. |
Earyregoradir the vined mindstar (Misfortune) (5-6 power, 18 apr, mind damage) Earyregoradir the vined mindstar (Misfortune) (5-6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% On Crit.r2 +8 mind While equipped: Stats +6 Dex dps ---------- Mind.crit +2% Crit.mult +10.00% Mind.pwr +24 (+8 eff.) ----- def ----- Mind.save +4 (+2 eff.) ---------- misc Hate/m.crit +2.00 Max.psi +19.00 Talents +1 Attune Mindstar Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Blizzardraider (Madness) (15-18 power, 3 apr, light element) Blizzardraider (Madness) (15-18 power, 3 apr, light element)5.0 T2 staff 2H weapon Reqs Mag 16 [Rare] Nature Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Wil dps ---------- Spell.crit +2% Spell.pwr +6 (+6 eff.) Mind.pwr +25 (+9 eff.) Dmg.mod +15% light +6% mind Res.pen +15% cold ----- def ----- Defense +9 (+5 eff.) ---------- misc Max.psi +20.00 Light +3 Talents +1 Command Staff Curse of Madness Illuminate: Puts all charms on 6 cooldown Level 1.0 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 6 that illuminates the area and deals 42.83 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. |
ash starstaff 'Pyreumbra' (Shrouds) (15-18 power, 3 apr, darkness element) ash starstaff 'Pyreumbra' (Shrouds) (15-18 power, 3 apr, darkness element)5.0 T2 staff 1H weapon Reqs Mag 16 [Rare] Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Str +4 Mag +5 Wil dps ---------- Spell.crit +2% Spell.pwr +6 (+6 eff.) Dmg.mod +6% fire +15% darkness +12% mind Res.pen +15% fire ---------- misc Talents +1 Command Staff Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
ash starstaff 'Voromina' (Madness) (15-18 power, 3 apr, fire element) ash starstaff 'Voromina' (Madness) (15-18 power, 3 apr, fire element)5.0 T2 staff 2H weapon Reqs Mag 16 [Random Unique] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +8.0% Spell.crit +8% Spell.pwr +12 (+9 eff.) Melee+ 22 arcane Dmg.mod +15% fire Res.pen +10% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Hardiness +4% Resists +3% temporal Phys.save +3 (+1 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Max.mana +31.00 Talents +1 Command Staff Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
cruel ash magestaff of illumination (Madness) (15-18 power, 3 apr, cold element) cruel ash magestaff of illumination (Madness) (15-18 power, 3 apr, cold element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Nature/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Crit.mult +12.00% Spell.pwr +6 (+6 eff.) Dmg.mod +15% cold ----- def ----- Defense +6 (+3 eff.) ---------- misc Light +3 Talents +1 Command Staff Curse of Madness 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 57.68 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. |
surging ash vilestaff of might (Corpses) (15-18 power, 3 apr, blight element) surging ash vilestaff of might (Corpses) (15-18 power, 3 apr, blight element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +6 (+6 eff.) S.pwr/crit +4 Dmg.mod +15% blight ---------- misc Talents +1 Command Staff Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
caustic steel steamgun (Misfortune) caustic steel steamgun (Misfortune)4.0 T2 steamgun 1H weapon Reqs Dex 16 Shoot Steam Pool [Ego+] Nature/Steamtech Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% On Crit.r2 +7 acid +7 nature Uses 2.0 Steam While equipped: dps ---------- Res.pen +8% acid +10% nature Apr +6 Curse of Misfortune Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
iron waraxe 'Tanarirand' (Madness) (16-23 power, 2 apr) iron waraxe 'Tanarirand' (Madness) (16-23 power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Master Power 16.5 - 23.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +3% darkness +3% fire Spell.save +6 (+3 eff.) Curse of Madness One-handed war axes. |
slime-covered steel waraxe of massacre (Madness) (17-24 power, 3 apr) slime-covered steel waraxe of massacre (Madness) (17-24 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Disrupt/Master Power 17.0 - 23.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit: * 5% chance to slow global speed by 53% Curse of Madness One-handed war axes. |
Shimmerblur Shimmerblur1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% lightning +15% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 26 ----- def ----- Resists +12% lightning HP.reg +0.90 Heal.mod +13% A belt that goes around your waist. |
rough leather belt of the mystic rough leather belt of the mystic1.0 T1 belt armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +3 (+3 eff.) ----- def ----- Mind.save +6 (+3 eff.) A belt that goes around your waist. |
linen cloak 'Duskravage' (Nightmares) (1 def, 0 armour) linen cloak 'Duskravage' (Nightmares) (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% darkness +12% temporal Res.pen +10% acid On Hit (Melee): * 20% chance to reduce damage dealt by 21% ----- def ----- Defense +1 (+1 eff.) Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of iron boots of disengagement (0 def, 3 armour) pair of iron boots of disengagement (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Cun +3 Dex ----- def ----- Armour +3 Fatigue +2% Disengage: Puts all charms on 15 cooldown Level 3.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 105% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
hardened leather gloves of strength (+3) (0 def, 2 armour) hardened leather gloves of strength (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +7 (+2 eff.) ----- def ----- Armour +2 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. |
heroic hardened leather gloves of spellstriking (0 def, 6 armour) heroic hardened leather gloves of spellstriking (0 def, 6 armour)1.0 T2 hands armor [Ego++] Arcane/Master While equipped: Stats +5 Mag +3 Wil dps ---------- Spell.pwr +4 (+4 eff.) Melee+ 6 arcane Dmg.mod +6% arcane ----- def ----- Armour +6 Resists +3% arcane Mind.save +5 (+2 eff.) Max.HP +52.00 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 mail armour of the deep (3 def, 10 armour) dwarven-steel mail armour of the deep (3 def, 10 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +10 Defense +3 (+2 eff.) Fatigue +12% Resists +10% acid +7% cold ---------- misc Breathe water A suit of armour made of mail. |
impenetrable dwarven-steel mail armour of clarity (3 def, 16 armour) impenetrable dwarven-steel mail armour of clarity (3 def, 16 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Master/Psionic While equipped: ----- def ----- Armour +16 Defense +3 (+2 eff.) Fatigue +12% Resists +6% mind Mind.save +15 (+7 eff.) A suit of armour made of mail. |
prismatic hardened leather armour (9 def, 6 armour) prismatic hardened leather armour (9 def, 6 armour)9.0 T3 light armor [Ego] Arcane While equipped: ----- def ----- Armour +6 Defense +9 (+5 eff.) Fatigue +8% Resists +12% light +12% darkness A suit of armour made of leather. |
volcanic hardened leather armour of cold resistance (9 def, 13 armour) volcanic hardened leather armour of cold resistance (9 def, 13 armour)9.0 T3 light armor [Ego+] Nature/Master While equipped: dps ---------- Melee+ 7 fire Ranged+ 6 fire ----- def ----- Armour +13 Defense +9 (+5 eff.) Fatigue +8% Resists +15% physical +13% fire +15% cold A suit of armour made of leather. |
radiant steel plate armour of the dragon (0 def, 9 armour) radiant steel plate armour of the dragon (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Ego++] Nature While equipped: Stats +1 Wil ----- def ----- Armour +9 Fatigue +22% Resists +6% acid +6% physical +12% darkness +12% blight +5% fire +7% lightning +5% cold Disarm- +22% Stun/Frz- +22% Knockbk- +20% ---------- misc Light +2 Cooldown Rush -5 A suit of armour made of metal plates. |
Coral Spray (8 def, 8 armour, 18-25 power, 48 block) Coral Spray (8 def, 8 armour, 18-25 power, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
coruscating steel shield of lightning resistance (+15%) (0 def, 4 armour, 14-16 power, 39 block) coruscating steel shield of lightning resistance (+15%) (0 def, 4 armour, 14-16 power, 39 block)7.0 T2 shield armor Reqs Shield usage training [Ego+] Arcane/Master When used to Attack: Power 13.5 - 16.2 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +39 Melee+ +14 fire While equipped: Stats +1 Str dps ---------- Melee Ret 6 fire ----- def ----- Armour +4 Fatigue +8% Resists +15% lightning +12% fire ---------- misc Talents +1 Block Handheld deflection devices. |
crackling steel shield (0 def, 4 armour, 12-14 power, 43 block) crackling steel shield (0 def, 4 armour, 12-14 power, 43 block)7.0 T2 shield armor Reqs Shield usage training [Ego+] Arcane When used to Attack: Power 12.0 - 14.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +43 Melee+ +12 lightning While equipped: Stats +1 Dex dps ---------- Melee Ret 4 lightning ----- def ----- Armour +4 Fatigue +8% Resists +11% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
11 agate 11 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. |
79 alchemist agate 79 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. |
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. |
iron pickaxe of endurance (dig speed 35 turns) iron pickaxe of endurance (dig speed 35 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
8 spinel 8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 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. |
Porymira Porymira2.0 T1 lite [Rare] Nature While equipped: Stats +1 Str ----- def ----- Resists +3% light +3% temporal Max.HP +120.00 HP.reg +4.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Treestalker the brass lantern Treestalker the brass lantern2.0 T1 lite [Rare] Master While equipped: dps ---------- Res.pen +10% nature ----- def ----- Max.HP +80.00 HP.reg +4.00 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- 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. |
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. |
Star Shot (17/20, 32-38 power, 15 apr) Star Shot (17/20, 32-38 power, 15 apr)3.0 T4 shot ammo Reqs Dex 28 [Unique] Arcane Power 32.0 - 38.4 Fire Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 20 On Hit: * sets off a powerful explosion Intense heat radiates from this powerful shot. |
Issafang the Glacierreek [power 43] (25 cooldown) Issafang the Glacierreek [power 43] (25 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +3% cold Res.pen +10% cold ----- def ----- Resists +9% cold +3% fire Setup a psionic shield, reducing all damage taken by 43 for 5 turns Puts all charms on 25 cooldown 100% to heal for 30. 100% to gain a 13% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Faledurath the Filthpunish [power 116] (15 cooldown) Faledurath the Filthpunish [power 116] (15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +12% acid +12% physical Acc +10 (+3 eff.) ----- def ----- Resists +12% nature Phys.save +6 (+2 eff.) ---------- misc Stam/turn +2.00 Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
4 ametrine 4 ametrine0.0 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. |
8 citrine 8 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon 7 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 Angy the Dwarf Cursed level 21
10th Dearth 122nd year of Ascendancy at 17:00 see stats
By Angy the Dwarf Cursed level 21
16th Dearth 122nd year of Ascendancy at 06:35 see stats
By Angy the Dwarf Cursed level 10
13rd Profit 122nd year of Ascendancy at 03:48 see stats
By Angy the Dwarf Cursed level 20
3rd Wealth 122nd year of Ascendancy at 21:40 see stats
By Angy the Dwarf Cursed level 6
19th Voratun 122nd year of Ascendancy at 00:05 see stats
By Angy the Dwarf Cursed level 13
16th Profit 122nd year of Ascendancy at 13:54 see stats
By Angy the Dwarf Cursed level 16
35th Profit 122nd year of Ascendancy at 16:05 see stats
Log
Gloruramina the temporal stalker's Shoot hits Angy for 59 physical, 5 nature, 5 cold, 52 acid (122 total damage).
Angy has shrugged off 27 damage and is ready for more.
Angy is not stunned anymore.
Talent Frenzy is ready to use.
Talent Slam is ready to use.
Talent Harass Prey is ready to use.
Mindrot hits Assassin for 5 mind, 5 darkness (10 total damage).
Mindrot hits Gloruramina the temporal stalker for 4 mind, 4 darkness (9 total damage).
Gloruramina the temporal stalker strafes with his steamguns!
Angy uses Slash.
Angy uses Infusion: Regeneration.
Angy starts regenerating health quickly.
You feel your rampage slowing down. (-1 duration)
Gloruramina the temporal stalker's Strafe performs a ranged critical strike against Angy!
Gloruramina the temporal stalker's spell attains critical power!
Gloruramina the temporal stalker's Strafe hits Angy for (27 rampage shugs off), 83 physical, 5 nature, 88 acid (176 total damage).
Gloruramina the temporal stalker's Strafe hits Angy for 61 physical, 5 nature, 5 cold, 52 acid (123 total damage).
Assassin deactivates Stealth.
Assassin misses Angy.
Assassin hits Angy for 6 temporal, 12 cold (18 total damage).
Melee retaliation hits Assassin for 4 lightning, 2 nature (5 total damage).
Angy has shrugged off 27 damage and is ready for more.
Mindrot hits Assassin for 5 mind, 5 darkness (10 total damage).
Mindrot hits Gloruramina the temporal stalker for 2 mind, 4 darkness (7 total damage).
Gloruramina the temporal stalker strafes with his steamguns!
Gloruramina the temporal stalker's spell attains critical power!
Gloruramina the temporal stalker's Strafe hits Angy for (27 rampage shugs off), 35 physical, 5 nature, 88 acid (128 total damage).
Angy the level 21 dwarf cursed was scalded to death by Gloruramina the temporal stalker on level 1 of The Maze.
Gloruramina the temporal stalker is no longer being stalked by Angy.