










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Opt-in Adventurers Parties 1.7.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Ignore 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: 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 | Female |
Race | Krog |
Class | Mindslayer |
Level / Exp | 20 / 63% |
Size | big |
Lifes / Deaths | Killed by Layatta the bandit at level 20 on the 1st Time of Equilibrium 122nd year of Ascendancy at 09:09 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 33 (base 11) |
Dexterity | 21 (base 10) |
Constitution | 43 (base 10) |
Magic | 12 (base 10) |
Willpower | 66 (base 45) |
Cunning | 57 (base 43) |
Resources
Life | -45/600 |
Equilibrium | 30 |
Psi | 92/156 |
Healing Factor | 1.4397742564935 |
Regeneration | 6.1190405900974 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
See Stealth | 5 |
See Invisible | 6 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 73 |
Accuracy | 36 |
Crit Chance | 28% |
APR | 28 |
Speed | 1.00 |
Offense: Offhand
Damage | 30 |
Accuracy | 36 |
Crit Chance | 24% |
APR | 25 |
Speed | 1.00 |
Offense: Spell
Spellpower | 4 |
Crit Chance | 15% |
Speed | 1 |
Offense: Mind
Mindpower | 53 |
Crit Chance | 18% |
Speed | 1 |
Offense: Damage Bonus
Blight | +9% |
Physical | +14% |
Nature | +15% |
All | 0% |
Offense: Damage Penetration
Temporal | +5% |
Blight | +5% |
Arcane | +5% |
Physical | +26% |
Nature | +5% |
Defense: Base
Armour (hardiness) | 48 (30%) |
Defense | 21 |
Ranged Defense | 23 |
Fatigue | 17 |
Physical Save | 36 |
Spell Save | 54 |
Mental Save | 42 |
Defense: Resistances
Acid | + 17%( 73%) |
Blight | + 15%( 73%) |
Arcane | + 29%( 73%) |
Cold | + 20%( 73%) |
All | + 5%( 73%) |
Lightning | + 61%( 73%) |
Temporal | + 8%( 73%) |
Physical | + 11%( 73%) |
Darkness | + 17%( 73%) |
Fire | + 17%( 73%) |
Nature | + 43%( 73%) |
Defense: Immunities
Stun Resistance | 65% |
Pinning Resistance | 0% |
Instadeath Resistance | 100% |
Disarm Resistance | 0% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 265 life over 5 turns. Its effects scale with your Dexterity 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: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 17% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. |
Class Talents
Psionic / Absorption | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Psionic / Augmented striking | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Psionic / Voracity | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Focus | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Kinetic mastery | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Psionic / Projection | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Psi-fighting | 1.30 |
| 1/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Augmented mobility | 1.45 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.40 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Effects
Quests
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul)As a reward you improved talent Innovation (+1 level(s)). | 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 |
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 |
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 |
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
Psionic focus | ![]() 5.0 Encumbrance T3 greatmaul 1H weapon [Random Unique] Arcane/Master/Psionic Weapon Damage 42.0 - 63.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% On-hit +9 darkness Damage Against +7% Living On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: offense ------ Physical Crit +7.0% Damage +9% blight Ignore resists +5% blight On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Massive two-handed mauls. |
On hands | ![]() 1.5 Encumbrance T1 hands armor [Rare] Nature While equipped: Stats +1 Cun +1 Wil offense ------ Mindpower +20 (+7 eff.) On-Hit 6 physical Damage +4% physical Ignore resists +5% nature +5% temporal defense ------ Armor +7 Fatigue +1% 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. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +3 Str +3 Con offense ------ Ignore resists +15% physical defense ------ Armor +4 Mind save +7 (+2 eff.) other ------- Light +4 See Stealth +5 See Invisibility +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 3.0 Encumbrance T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+5 eff.) Spell save +12 (+4 eff.) Mind save +12 (+4 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
On feet | ![]() 3.0 Encumbrance T3 feet armor [Ego+] Psionic While equipped: Stats +2 Con +2 Wil offense ------ Mindpower +3 (+1 eff.) Ignore resists +6% physical defense ------ Armor +4 Fatigue +3% Blindside: Puts all charms on 25 turn cooldown Effective talent level: 1.0 Power cost 25 out of 25/25. Range 6 Cooldown: 12 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 9 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | ![]() 3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +1 Str +4 Mag +2 Con offense ------ Damage +6% nature defense ------ Resistance +11% nature +3% temporal Crit Resistance 10.00% Spell save +3 (+1 eff.) Life +40.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Master While equipped: Stats +13 Cun +12 Dex offense ------ Mind Crit +2% Critical power +5.00% Accuracy +10 (+5 eff.) Ignore Armor +4 defense ------ Life Regen +1.00 Stun Resist +20% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Master While equipped: Stats +10 Str +13 Con offense ------ Physical Power +13 (+4 eff.) When Hit 6 physical defense ------ Resistance +9% darkness Physical save +4 (+2 eff.) Spell save +16 (+5 eff.) other ------- Max stamina +19.00 Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Wil offense ------ Mind Crit +1% Mindpower +5 (+2 eff.) Ignore resists +5% arcane defense ------ Armor +5 Defense +6 (+3 eff.) Resistance +6% physical Max Resistance +3% all Physical save +10 (+4 eff.) other ------- Stamina/turn +0.20 Masteries +0.15 Psionic/Augmented mobility Amulets make your neck look great! |
In main hand | ![]() 3.0 Encumbrance T5 waraxe 1H weapon Reqs Str 48 [Ego+] Master Weapon Damage 40.0 - 56.0 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% While equipped: offense ------ Ignore resists +5% physical Accuracy +5 (+3 eff.) Ignore Armor +5 One-handed war axes. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +2 Con offense ------ Mindpower +5 (+2 eff.) Damage +9% nature defense ------ Armor +10 Resistance +6% acid +9% cold Mind save +5 (+2 eff.) Life Regen +2.00 A belt that goes around your waist. |
In off hand | ![]() 3.0 Encumbrance T2 longsword 1H weapon [Random Unique] Nature/Disrupt/Psionic Weapon Damage 17.5 - 24.5 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +7 nature On-crit, radius 2 +4 nature On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: defense ------ Resistance +7% acid +10% lightning +3% darkness +7% cold +10% blight +7% fire +9% nature +2% all Spell save +6 (+2 eff.) Sharp, long, and deadly. It was hardened by the digestive sack. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +5 Wil offense ------ When Hit 4 nature defense ------ Defense +1 (+0 eff.) Resistance +6% fire Life +31.00 other ------- Psi when Hit +0.16 Hate-on-crit +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 Encumbrance T2 light armor [Unique] Nature/Disrupt While equipped: Stats +3 Wil +4 Con defense ------ Armor +6 Defense +8 (+4 eff.) Ranged Defense +4 (+2 eff.) Fatigue +8% Resistance +20% nature +25% arcane Spell save +38 (+11 eff.) Life Regen +1.00 Healmod +20% Stun Resist +25% other ------- Masteries +0.20 Wild-gift/Antimagic Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
Inventory
![]() 0.4 Encumbrance potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 94 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Master While equipped: Stats +3 Str defense ------ Resistance +3% nature +12% cold Physical save +11 (+5 eff.) Spell save +12 (+4 eff.) Mind save +10 (+3 eff.) Healmod +10% other ------- Stamina/turn +2.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: offense ------ Mind Crit +3% defense ------ Resistance +3% blight +11% temporal +3% darkness +9% acid Pinning Resist +22% Knockbk Resist +25% Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature While equipped: Stats +4 Cun +3 Str offense ------ Damage +6% light +9% darkness defense ------ Resistance +10% light +14% darkness Blind Resist +23% other ------- Light +2 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +5 Str offense ------ Damage +3% lightning defense ------ Crit Resistance 5.00% Life +23.00 Disarm Resist +20% Pinning Resist +20% Knockbk Resist +22% other ------- Infravision +1 See Invisibility +3 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex offense ------ Accuracy +6 (+3 eff.) defense ------ Blind Resist +23% other ------- Infravision +4 See Stealth +7 See Invisibility +7 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Master While equipped: offense ------ Physical Power +5 (+2 eff.) Damage +10% acid +10% lightning defense ------ Defense +5 (+2 eff.) Resistance +20% acid +20% lightning Life Regen +1.00 Stun Resist +20% Rings make your fingers look great! |
![]() 3.0 Encumbrance T1 battleaxe 2H weapon [Ego] Nature Weapon Damage 15.5 - 23.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% On-hit +9 nature Massive two-handed battleaxes. |
![]() 1.0 Encumbrance T1 dagger 1H weapon [Rare] Master Weapon Damage 10.0 - 13.0 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% While equipped: offense ------ Critical power +5.00% Accuracy +5 (+3 eff.) defense ------ Defense +6 (+3 eff.) Healmod +5% Cut Resist +20% Disarm Resist +22% Sharp, short and deadly. |
![]() 1.0 Encumbrance T1 dagger 1H weapon [Ego] Master Weapon Damage 16.0 - 20.8 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% While equipped: offense ------ Accuracy +5 (+3 eff.) defense ------ Defense +5 (+2 eff.) Disarm Resist +20% Sharp, short and deadly. |
![]() 1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Ego] Master Weapon Damage 26.0 - 33.8 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% Sharp, short and deadly. |
![]() 1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Ego+] Master Weapon Damage 19.5 - 25.4 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% While equipped: offense ------ Ignore resists +7% physical Accuracy +5 (+3 eff.) Ignore Armor +7 Sharp, short and deadly. |
![]() 3.0 Encumbrance T1 greatsword 2H weapon [Ego] Master Weapon Damage 16.0 - 25.6 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Accuracy +9 (+5 eff.) defense ------ Defense +9 (+4 eff.) Disarm Resist +31% Massive two-handed swords. |
![]() 3.0 Encumbrance T2 greatsword 2H weapon [Ego] Nature/Master Weapon Damage 26.0 - 41.6 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +7 nature While equipped: offense ------ Accuracy +10 (+5 eff.) defense ------ Defense +10 (+5 eff.) Disarm Resist +28% Massive two-handed swords. |
![]() 3.0 Encumbrance T3 greatsword 2H weapon [Ego+] Master Weapon Damage 36.5 - 58.4 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +3 Con offense ------ Physical Power +7 (+2 eff.) Ignore resists +12% physical defense ------ Disarm Resist +25% Massive two-handed swords. |
![]() 3.0 Encumbrance T2 mace 1H weapon [Normal] Weapon Damage 15.0 - 21.0 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% Blunt and deadly. |
![]() 3.0 Encumbrance T2 mace 1H weapon [Ego] Arcane Weapon Damage 14.0 - 19.6 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On-hit +9 blight On Hit: * 7% chance to reduce strength, dexterity, and constitution by 5 Blunt and deadly. |
![]() 3.0 Encumbrance T1 mindstar 1H weapon [Ego+] Nature/Disrupt Weapon Damage 2.5 - 2.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% Damage Against +6% Unnatural On Hit: * 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: offense ------ Mind Crit +1% Mindpower +4 (+2 eff.) other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T1 mindstar 1H weapon [Normal] Nature Weapon Damage 2.0 - 2.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Rare] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +8 (+3 eff.) Damage +24% lightning +24% nature Ignore resists +5% nature +15% arcane other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Rare] Arcane Weapon Damage 19.0 - 22.8 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +9 (+3 eff.) Damage +19% lightning +6% cold +3% nature Ignore resists +20% cold +30% fire defense ------ Resistance +6% cold other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Weapon Damage 18.0 - 21.6 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +9 (+3 eff.) Damage +18% cold other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T1 waraxe 1H weapon [Rare] Arcane Weapon Damage 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +8 cold On-Hit, radius 1 +12 blight +20 cold On-crit, radius 2 +4 blight While equipped: offense ------ Critical power +5.00% defense ------ Resistance +9% cold One-handed war axes. |
![]() 3.0 Encumbrance T2 waraxe 1H weapon [Rare] Master Weapon Damage 23.0 - 32.2 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +4 acid +8 fire While equipped: Stats +5 Wil offense ------ Damage +24% acid On-Hit (Melee): * 20% chance to reduce armor by 9% One-handed war axes. |
![]() 3.0 Encumbrance T2 waraxe 1H weapon [Random Unique] Nature/Master Weapon Damage 27.0 - 37.8 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +5 nature While equipped: Stats +1 Con other ------- Light +1 Infravision +3 See Invisibility +9 One-handed war axes. |
![]() 1.0 Encumbrance T1 belt armor [Ego] Nature While equipped: defense ------ Life Regen +0.70 Healmod +10% A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: defense ------ Defense +7 (+3 eff.) Physical save +7 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Ego] Nature While equipped: defense ------ Defense +1 (+0 eff.) Life +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloth armor [Normal] While equipped: defense ------ Resistance +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 cloth armor [Normal] While equipped: defense ------ Resistance +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 cloth armor [Normal] While equipped: defense ------ Resistance +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Dex +2 Wil +2 Cun defense ------ Armor +1 Resistance +3% mind +6% fire Crit Resistance 15.00% Life +40.00 other ------- Max hate +6.00 Disengage: Puts all charms on 15 turn cooldown Effective talent level: 1.0 Power cost 15 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 2 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 75% 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. A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Cun +1 Con offense ------ Damage +9% light defense ------ Armor +2 other ------- Infravision +1 See Invisibility +3 A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +4 Dex +2 Wil +6 Lck defense ------ Armor +1 Defense +10 (+5 eff.) Resistance +9% cold Stealth +6 Healmod +5% Silence Resist +10% A pair of boots made of leather. |
![]() 1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% fire defense ------ Armor +2 Resistance +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Effective talent level: 3.0 Power cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 63.39 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
![]() 1.0 Encumbrance T2 hands armor [Rare] Arcane While equipped: Stats +2 Con offense ------ Critical power +20.00% On-Hit 7 light Damage +5% light Ignore Armor +1 When Hit 6 blight defense ------ Armor +8 Resistance +8% light Unlife -60.00 life Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T2 hands armor [Ego] Arcane/Master While equipped: Stats +3 Dex offense ------ On-Hit 7 blight Damage +5% blight Accuracy +12 (+6 eff.) defense ------ Armor +2 Fatigue +3% Resistance +7% blight 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. |
![]() 1.5 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex offense ------ On-Hit 8 nature Damage +3% nature Accuracy +12 (+6 eff.) defense ------ Armor +2 Fatigue +3% Resistance +6% nature 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. |
![]() 2.0 Encumbrance T3 head armor [Ego] Nature While equipped: offense ------ Damage +10% cold defense ------ Defense +2 (+1 eff.) Resistance +15% cold A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +3 Wil offense ------ Mind Crit +2% Critical power +5.00% defense ------ Armor +1 Fatigue +1% Resistance +10% light +11% darkness A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +2 Con defense ------ Armor +1 Fatigue +1% A cap made of leather. |
![]() 14.0 Encumbrance T2 heavy armor [Rare] Nature While equipped: Stats +4 Str offense ------ Damage +6% mind +12% cold Ignore resists +10% physical defense ------ Armor +14 Defense +2 (+1 eff.) Fatigue +12% Resistance +7% acid +6% cold other ------- Max hate +8.00 Breathe water A suit of armour made of mail. |
![]() 14.0 Encumbrance T2 heavy armor [Rare] Master While equipped: offense ------ Spellpower/crit +8 Damage +15% arcane Ignore Shields +20% defense ------ Armor +14 Defense +2 (+1 eff.) Fatigue +12% other ------- Vim-on-crit +2.00 A suit of armour made of mail. |
![]() 14.0 Encumbrance T2 heavy armor [Ego+] Nature While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Life +20.00 Life Regen +1.00 Healmod +10% A suit of armour made of mail. |
![]() 9.0 Encumbrance T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex defense ------ Defense +16 (+8 eff.) Fatigue +2% Resistance +15% lightning Poison Resist +50% Pinning Resist +50% On Nature Hit: 10% Call Lightning level 2 Call Lightning: Effective talent level: 2.0 Power cost 25 out of 50/50. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 57.93 to 173.80 lightning damage (115.87 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
![]() 9.0 Encumbrance T3 light armor [Random Unique] Disrupt/Master While equipped: Stats +7 Str defense ------ Armor +6 Defense +9 (+4 eff.) Fatigue +8% Resistance +3% lightning +7% physical +13% darkness +12% blight +15% cold +10% nature +3% temporal Crit Resistance 15.00% Unlife -80.00 life other ------- Light +1 Track: Puts all charms on 30 turn cooldown Effective talent level: 2.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 18 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
![]() 9.0 Encumbrance T2 light armor [Ego] Nature While equipped: defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Life Regen +3.40 other ------- Stamina/turn +0.50 A suit of armour made of leather. |
![]() 17.0 Encumbrance T2 massive armor Reqs - Massive armour training [Rare] Master While equipped: Stats +4 Wil offense ------ Critical power +10.00% Damage +6% arcane defense ------ Armor +9 Fatigue +22% Resistance +19% acid other ------- Max vim +10.00 Light +3 A suit of armour made of metal plates. |
![]() 17.0 Encumbrance T2 massive armor Reqs - Massive armour training [Ego] Arcane While equipped: defense ------ Armor +9 Fatigue +22% Resistance +12% light +11% darkness +6% arcane Spell save +14 (+4 eff.) A suit of armour made of metal plates. |
![]() 17.0 Encumbrance T2 massive armor Reqs - Massive armour training [Ego] Master While equipped: defense ------ Armor +9 Fatigue +22% Resistance +16% acid A suit of armour made of metal plates. |
![]() 3.0 Encumbrance T2 arrow ammo [Ego+] Master Weapon Damage 22.5 - 31.5 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +9.5% Capacity 18 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str +4 Con offense ------ Ignore resists +15% light Accuracy +5 (+3 eff.) defense ------ Fatigue -5% Unlife -20.00 life other ------- Light +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Ego+] Master While equipped: Stats +2 Cun +1 Str offense ------ Accuracy +4 (+2 eff.) other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T1 lite [Normal] While equipped: other ------- 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. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+2 eff.) other ------- Disarm Traps +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 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 Encumbrance T2 shot ammo [Normal] Weapon Damage 22.0 - 26.4 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 18 Shots are used with slings to pummel your foes to death. |
![]() 2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: offense ------ On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +6% darkness +12% cold Spell save +12 (+4 eff.) Life Regen +4.00 Healmod +10% Teleport Resist +20% Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 211 physical damage Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T1 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 turn cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By KrogPilled the Krog Mindslayer level 10
26th Dusk 122nd year of Ascendancy at 04:09 see stats
By KrogPilled the Krog Mindslayer level 10
9th Mirth 122nd year of Ascendancy at 05:39 see stats
By KrogPilled the Krog Mindslayer level 20
79th Dusk 122nd year of Ascendancy at 06:52 see stats
By KrogPilled the Krog Mindslayer level 9
4th Mirth 122nd year of Ascendancy at 08:01 see stats
By KrogPilled the Krog Mindslayer level 15
52nd Dusk 122nd year of Ascendancy at 01:04 see stats
Log
Layatta the bandit's Evasive Shots hits KrogPilled for (45 to psi shield), (33 resonance), 33 physical, (9 antimagic), 0 fire (33 total damage).
Layatta the bandit's Evasive Shots hits KrogPilled for (45 to psi shield), (34 resonance), 34 physical, (4 antimagic), 0 cold, (9 antimagic), 0 fire (34 total damage).
KrogPilled hits Layatta the bandit for 42 lightning, 7 nature, 49 lightning, 6 physical, 15 physical, 104 lightning (224 total damage).
Layatta the bandit strafes with his steamguns!
Layatta the bandit's Strafe performs a ranged critical strike against KrogPilled!
KrogPilled is crippled.
Layatta the bandit's Strafe hits KrogPilled for (47 to psi shield), (35 resonance), 35 physical, (4 antimagic), 0 cold, (9 antimagic), 0 fire (35 total damage).
Layatta the bandit's Strafe hits KrogPilled for (25 to psi shield), (19 resonance), 19 physical, (9 antimagic), 0 fire (19 total damage).
KrogPilled misses Layatta the bandit.
Evasive Shots fires a retaliatory shot at KrogPilled!
KrogPilled performs a melee critical strike against Layatta the bandit!
Your resonance field crumbles under the damage!
The psychic field around KrogPilled crumbles.
Layatta the bandit's Evasive Shots performs a ranged critical strike against KrogPilled!
KrogPilled's Beyond the Flesh misses Layatta the bandit.
Layatta the bandit's Evasive Shots hits KrogPilled for (41 to psi shield), (26 resonance), 35 physical, (9 antimagic), 0 fire (35 total damage).
Layatta the bandit's Evasive Shots hits KrogPilled for (64 to psi shield), 156 physical, (4 antimagic), 0 cold, (9 antimagic), 0 fire (156 total damage).
KrogPilled hits Layatta the bandit for 80 physical, 7 nature, 51 lightning, 6 physical, 4 nature, 15 physical (164 total damage).
Layatta the bandit strafes with his steamguns!
Layatta the bandit's Strafe performs a ranged critical strike against KrogPilled!
Layatta the bandit's Strafe performs a ranged critical strike against KrogPilled!
Layatta the bandit's Strafe hits KrogPilled for (49 to psi shield), 74 physical, (9 antimagic), 0 fire (74 total damage).
Layatta the bandit's Strafe hits KrogPilled for (47 to psi shield), 71 physical, (4 antimagic), 0 cold, (9 antimagic), 0 fire (71 total damage).
KrogPilled's Beyond the Flesh misses Layatta the bandit.
Evasive Shots fires a retaliatory shot at KrogPilled!
Layatta the bandit is no longer out of phase.
Layatta the bandit's Evasive Shots performs a ranged critical strike against KrogPilled!
Layatta the bandit's Evasive Shots hits KrogPilled for (64 to psi shield), 125 physical (125 total damage).
KrogPilled the level 20 krog mindslayer was maimed to death by Layatta the bandit on level 3 of The Maze.