











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
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:
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.2This 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 Items Vault 1.7.0Donators/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 | Normal Adventure |
Sex | Male |
Race | Cornac |
Class | Writhing One |
Level / Exp | 22 / 84% |
Size | medium |
Lifes / Deaths | Killed by Gginclan the halfling at level 11 on the 9th Mirth 122nd year of Ascendancy at 18:12 0 / 6Killed by naga psyren at level 16 on the 14th Dusk 122nd year of Ascendancy at 17:17 Killed by Grand Corruptor at level 20 on the 74th Dusk 122nd year of Ascendancy at 04:48 Killed by Grand Corruptor at level 20 on the 74th Dusk 122nd year of Ascendancy at 05:47 Killed by vampire lord at level 22 on the 77th Dusk 122nd year of Ascendancy at 13:43 Killed by Borfast the Broken at level 22 on the 77th Dusk 122nd year of Ascendancy at 23:38 |
Primary Stats
Strength | 24 (base 17) |
Dexterity | 28 (base 18) |
Constitution | 36 (base 27) |
Magic | 70 (base 51) |
Willpower | 27 (base 10) |
Cunning | 38 (base 12) |
Resources
Life | -304/622 |
Insanity | 89/100 |
Stamina | 224/244 |
Healing Factor | 1.3979202340232 |
Regeneration | 14.46847442214 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +22.609950326513% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 9 |
See Stealth | 58.038462569417 |
See Invisible | 58.038462569417 |
Offense: Mainhand
Damage | 41 |
Accuracy | 52 |
Crit Chance | 21% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 54 |
Crit Chance | 9% |
Speed | 1 |
Offense: Mind
Mindpower | 31 |
Crit Chance | 19% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +11% |
Light | +27% |
Blight | +18% |
Arcane | +9% |
Darkness | +21% |
All | 0% |
Offense: Damage Penetration
Temporal | +14% |
Lightning | +10% |
Darkness | +22% |
All | 0% |
Defense: Base
Armour (hardiness) | 7 (30%) |
Defense | 0 |
Ranged Defense | 0 |
Fatigue | 0 |
Physical Save | 30 |
Spell Save | 33 |
Mental Save | 24 |
Defense: Resistances
Mind | + 6%( 70%) |
Lightning | + 12%( 70%) |
Light | + 48%( 70%) |
Temporal | + 26%( 70%) |
Darkness | + 63%( 70%) |
Physical | + 16%( 70%) |
Fire | + 11%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 50% |
Disarm Resistance | 25% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 298 life over 5 turns. Its effects scale with your Magic 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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 98 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
Demented / Friend of the worm | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Horrific body | 1.30 |
| 3/5 |
| 5/5 |
| 4/5 |
| 1/5 |
Demented / Controlled horrors | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Tentacles | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Path of horror | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Demented / Slow death | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Disfigured face | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 0/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Effects
detrimental effect | Vulnerable to deadly counterstrikes. Next melee attack will inflict double damage. Counterstrike |
Quests
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Magic 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 gained talent category Technique / Conditioning (at mastery 1.00). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved talent Misdirection (+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 have explored the Old Forest and vanquished Shardskin. * 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 have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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 Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 35. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed bear paw. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | 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 within4 lumberjacks have died. | done |
Equipment
On feet | ![]() 2.0 T3 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Res.pen +22% darkness +14% temporal Melee Ret 4 darkness On Melee Ret: * 23% chance to reduce strength, dexterity, and constitution by 26 * 23% chance to reduce damage dealt by 17% ----- def ----- Armour +3 Fatigue -6% Resists +12% lightning +13% temporal +22% darkness Phys.save +13 (+6 eff.) Spell.save +7 (+3 eff.) Mind.save +7 (+4 eff.) Def/telep +10 Res/telep +13% Dur/telep +19% ---------- misc Max.enc +22 A pair of boots made of leather. |
Light source | ![]() 1.0 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.(80 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 2.0 T3 head armor [Unique] Arcane/Psionic Needs something equally stylish and cool to go with it. While equipped: Stats +8 Cun +4 Wil dps ---------- Spell.pwr +8 (+3 eff.) Mind.pwr +8 (+4 eff.) ----- def ----- Defense +1 (+0 eff.) Resists +10% temporal +10% physical Anom.red +5 ---------- misc Masteries +0.20 Chronomancy/Timetravel Wormhole: Level 1.0 Pwr.cost 15 out of 7/15. Range 10 Travel.spd instantaneous Is a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
Tool | ![]() 2.0 T1 totem charm [Rare] Nature While equipped: Stats +3 Wil dps ---------- Dmg.mod +9% arcane ---------- misc Max.hate +2.00 Max.psi +20.00 Sting an enemy dealing 116 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage penetration by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +4 Cun +6 Dex dps ---------- Acc +5 (+2 eff.) Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag dps ---------- Melee+ 10 light Ranged+ 12 light Dmg.mod +11% light ----- def ----- Spell.save +6 (+3 eff.) Rings make your fingers look great! |
Around waist | ![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Dex +5 Cun +6 Con dps ---------- Phys.crit +7.0% Mind.crit +10% Melee Ret 4 mind ----- def ----- Resists +6% mind +6% darkness Die.at -80.00 life A belt that goes around your waist. |
In main hand | ![]() 3.0 T3 mace 1H weapon [Ego+] Arcane Power 29.5 - 41.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Hit: * Create an explosion dealing 92 lightning damage (1/turn) While equipped: Stats +4 Mag +3 Wil dps ---------- Spell.pwr +6 (+2 eff.) Dmg.mod +11% lightning Res.pen +10% lightning Blunt and deadly. |
On hands | ![]() 1.0 T2 hands armor [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Str +3 Wil +3 Con dps ---------- Dmg.mod +6% light On Hit (Melee): * 10% chance to reduce damage dealt by 17% ----- def ----- Armour +2 Resists +9% darkness HP.reg +5.70 Disarm- +25% ---------- misc Stam/turn +1.40 Psi/turn +0.10 Max.stam +23.00 Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 9.0 T1 light armor [Ego++] Nature/Master While equipped: Stats +4 Str ----- def ----- Armour +2 Defense +3 (+0 eff.) Fatigue +6% Resists +11% darkness +6% physical Max.HP +30.00 HP.reg +4.40 Heal.mod +10% ---------- misc Light +2 Track: Puts all charms on 30 cooldown Level 2.6 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 17 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
Cloak | ![]() 2.0 T1 cloak armor [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +3% darkness Acc +16 (+5 eff.) On Hit (Melee): * 20% chance to slow global speed by 47% On Melee Ret: * 21% chance to reduce strength, dexterity, and constitution by 26 * 21% chance to reduce damage dealt by 17% ----- def ----- Defense +12 (+0 eff.) Fatigue -5% Resists +11% fire +18% light +3% temporal Phys.save +6 (+3 eff.) Stealth +6 Max.HP +46.00 ---------- misc Max.stam +15.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) ----- 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." |
Inventory
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 40 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 T3 amulet jewelry [Ego+] Master While equipped: ----- def ----- Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) Mind.save +13 (+7 eff.) Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego+] Nature/Master While equipped: Stats +9 Dex +5 Cun +3 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -6% HP.reg +2.00 ---------- misc Stam/turn +0.70 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Wil ----- def ----- Resists +5% physical ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +5% physical ---------- misc Stam/turn +0.30 Masteries +0.14 Technique/Conditioning Amulets make your neck look great! |
![]() 1.0 T3 dagger 1H weapon [Ego] Disrupt Power 16.0 - 20.8 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Against +11% Unnatural While equipped: Stats +2 Wil Sharp, short and deadly. |
![]() 5.0 T1 greatmaul 2H weapon Reqs Str 25 [Unique] Master Power 30.0 - 51.0 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 36% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
![]() 5.0 T3 greatmaul 2H weapon [Normal] Power 43.5 - 65.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Massive two-handed mauls. |
![]() 3.0 T3 greatsword 2H weapon [Ego] Arcane Power 37.0 - 59.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit.r1 +10 fire Massive two-handed swords. |
![]() 3.0 T2 longsword 1H weapon [Ego] Arcane Power 16.0 - 22.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +8 light Against +9% Undead On Crit: * Splash the target with acid dealing 153 damage over 5 turns and reducing armor and accuracy by 20 Sharp, long, and deadly. |
![]() 3.0 T4 longsword 1H weapon Reqs Str 35 [Ego] Arcane/Master Power 36.5 - 51.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% On Hit.r1 +10 fire Sharp, long, and deadly. |
![]() 3.0 T4 longsword 1H weapon Reqs Str 35 [Ego+] Master Power 32.0 - 44.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +5 Str dps ---------- Dmg.mod +7% physical Acc +9 (+3 eff.) Sharp, long, and deadly. |
![]() 3.0 T3 mace 1H weapon [Random Unique] Arcane/Master Power 37.0 - 51.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +5 light Against +5% Undead On Crit: * Splash the target with acid dealing 153 damage over 5 turns and reducing armor and accuracy by 20 While equipped: ----- def ----- Resists +9% acid ---------- misc Light +3 Blunt and deadly. |
![]() 3.0 T3 mace 1H weapon [Ego+] Arcane Power 27.0 - 37.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +7 blight On Hit: * 7% chance to reduce strength, dexterity, and constitution by 26 * Create an explosion dealing 92 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +5% fire Res.pen +10% fire Blunt and deadly. |
![]() 3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego++] Nature/Psionic Power 12.5 - 13.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Melee+ 5 acid Dmg.mod +10% acid Res.pen +8% acid ----- def ----- Resists +8% lightning +7% fire +4% acid +8% cold HP.reg +2.00 ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Psionic/Voracity +0.10 Psionic/Absorption 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 T4 mindstar 1H weapon Reqs Wil 35 [Ego++] Nature/Psionic Power 12.5 - 13.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Melee+ 7 physical Dmg.mod +10% physical +9% mind +15% darkness Res.pen +8% physical +9% mind +7% darkness ----- def ----- Resists +8% physical ---------- misc Max.hate +4.00 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 T3 mindstar 1H weapon [Ego+] Nature Power 8.0 - 8.8 Nature Uses 50% Wil, 30% 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 (+3 eff.) Melee+ 4 lightning 5 physical 5 fire 4 acid 4 cold ----- def ----- Resists +4% lightning +4% physical +5% cold +7% fire +2% acid ---------- 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. |
![]() 3.0 T2 mindstar 1H weapon [Ego++] Nature/Disrupt Power 5.0 - 5.5 Nature 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% Against +5% 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: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Melee+ 3 lightning 4 physical 2 fire 4 acid 4 cold ----- def ----- Resists +3% lightning +4% physical +2% cold +2% fire +4% acid ---------- 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. |
![]() 4.0 T4 sling 1H weapon Reqs Dex 35 [Ego] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 Ranged+ +13 fire While equipped: Stats +1 Dex dps ---------- Dmg.mod +12% fire Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 T4 staff 1H weapon [Ego+] Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +6% Phys.pwr +8 (+3 eff.) Spell.pwr +18 (+6 eff.) Dmg.mod +25% temporal Acc +5 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T3 waraxe 1H weapon [Random Unique] Nature/Master Power 19.5 - 27.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: Stats +8 Str +6 Dex +5 Mag +4 Wil +6 Cun +5 Con dps ---------- Acc +13 (+4 eff.) ----- def ----- Defense +11 (+0 eff.) Resists +9% fire Disarm- +67% One-handed war axes. |
![]() 3.0 T4 waraxe 1H weapon Reqs Str 35 [Ego+] Master Power 33.5 - 46.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% While equipped: dps ---------- Res.pen +6% physical Acc +10 (+3 eff.) Apr +8 One-handed war axes. |
![]() 1.0 T3 belt armor [Random Unique] Nature/Master While equipped: Stats +1 Dex +4 Wil +4 Cun +3 Con dps ---------- Res.pen +10% darkness Against +20% Summoned ----- def ----- Armour +4 D.Red.from +15% Summoned Max.HP +36.00 HP.reg +1.40 Heal.mod +15% A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+2 eff.) ---------- misc Vim/kill +4.00 Max.souls +3.00 Deal darkness damage equal to your 350% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium). Uses 24 power out of 24/24 Rogroth's mouth happened to be about the same size as your waist. Interesting. |
![]() 1.0 T3 belt armor [Normal] A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego] Master While equipped: ----- def ----- Resists +7% fire +8% cold A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego+] Master While equipped: Stats +5 Cun +5 Wil dps ---------- Against +15% Summoned ----- def ----- D.Red.from +23% Summoned A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +4 Wil dps ---------- Against +16% Summoned ----- def ----- Resists +5% blight D.Red.from +15% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Arcane While equipped: Stats +7 Cun +3 Con dps ---------- Spell.pwr +3 (+1 eff.) Melee Ret 4 fire On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 26 ----- def ----- Resists +6% fire Mind.save +6 (+3 eff.) A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Normal] While equipped: ----- def ----- Defense +2 (+0 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 T3 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +3 Wil dps ---------- Dmg.mod +9% arcane +18% light ----- def ----- Defense +2 (+0 eff.) Resists +3% light +3% cold ---------- misc Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +6% light +6% blight On Hit (Melee): * 20% chance to reduce armor by 36% ----- def ----- Armour +3 Fatigue +2% Resists +3% acid +7% fire +5% cold ---------- misc Light +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +3 Str +2 Wil +2 Cun +2 Con ----- def ----- Armour +4 Fatigue +3% Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) Mind.save +6 (+3 eff.) Rush: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +6 ---------- misc Stam/turn +0.40 Max.stam +13.00 Infravis +2 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Normal] While equipped: ----- def ----- Armour +3 A pair of boots made of leather. |
![]() 1.0 T4 hands armor [Ego+] Arcane While equipped: Stats +1 Cun +4 Mag ----- def ----- Armour +3 Resists +6% light +5% darkness ---------- misc Infravis +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 20 cooldown Level 1.0 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 77.79 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Ego+] Master While equipped: ----- def ----- Armour +5 Mind.save +6 (+3 eff.) Max.HP +46.00 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. |
![]() 1.0 T4 hands armor [Ego] Arcane/Psionic While equipped: Stats +3 Mag dps ---------- Dmg.mod +5% arcane ----- def ----- Armour +3 HP.reg +2.00 ---------- misc Stam/turn +1.00 Max.stam +10.00 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. |
![]() 1.0 T2 hands armor [Ego+] Nature/Disrupt While equipped: dps ---------- Phys.pwr +6 (+3 eff.) Melee+ 7 lightning Dmg.mod +3% lightning Acc +4 (+1 eff.) Apr +5 ----- def ----- Armour +2 Resists +8% blight +5% lightning Spell.save +11 (+5 eff.) 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. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +4 Str dps ---------- Spell.crit +3% S.pwr/crit +6 Dmg.mod +12% light Melee Ret 4 arcane 2 temporal ----- def ----- Armour +3 Fatigue +3% Def/telep +15 Res/telep +15% Dur/telep +15% A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% nature Res.pen +20% acid Melee Ret 4 light On Hit (Melee): * 10 arcane resource burn * 20% chance to reduce armor by 36% ----- def ----- Defense +1 (+0 eff.) Resists +3% acid +9% fire +16% nature A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Ego] Nature/Master While equipped: Stats +5 Con ----- def ----- Armour +3 Fatigue +3% Resists +7% lightning +6% temporal A cap made of leather. |
![]() 2.0 T3 head armor [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +3% ---------- misc Stam/ret +0.70 Equi/ret +0.70 A cap made of leather. |
![]() 9.0 T5 light armor [Random Unique] Arcane/Master While equipped: dps ---------- Melee+ 18 darkness Ranged+ 20 darkness Res.pen +5% nature ----- def ----- Armour +8 Defense +20 (+0 eff.) Fatigue +8% Resists +30% acid +55% temporal +59% darkness +6% mind +5% arcane Crit.dmg- 5.00% Phys.save +3 (+1 eff.) HP.reg +4.38 Def/telep +38 Res/telep +60% Dur/telep +53% Blink to a nearby random location (rad 44) Puts all charms on 25 cooldown A suit of armour made of leather. |
![]() 17.0 T3 massive armor Reqs Massive armour training Str 35 [Normal] While equipped: ----- def ----- Armour +11 Fatigue +22% A suit of armour made of metal plates. |
![]() 7.0 T4 shield armor Reqs Shield usage training Str 35 [Ego] Arcane/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +9 Fatigue +8% Resists +12% light +10% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 3.0 T2 arrow ammo [Random Unique] Arcane/Master Power 37.0 - 51.8 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +10.5% Capacity 14 Rld cld 4 On Crit.r2 +8 temporal On Hit: * 20% chance to gain 10% of a turn (3/turn limit) On Crit: * Wound the target dealing 150 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+0 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+0 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Cun +1 Str dps ---------- Acc +3 (+1 eff.) ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 T3 shot ammo [Normal] Power 33.0 - 39.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 18 Shots are used with slings to pummel your foes to death. |
![]() 2.0 T4 totem charm [Ego] Nature Sting an enemy dealing 326 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage penetration by 18% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +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. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Doda the Cornac Writhing One level 20
31st Dusk 122nd year of Ascendancy at 13:23 see stats
By Doda the Cornac Writhing One level 20
68th Dusk 122nd year of Ascendancy at 15:39 see stats
By Doda the Cornac Writhing One level 19
30th Dusk 122nd year of Ascendancy at 07:26 see stats
By Doda the Cornac Writhing One level 17
16th Dusk 122nd year of Ascendancy at 08:47 see stats
By Doda the Cornac Writhing One level 10
3rd Mirth 122nd year of Ascendancy at 19:26 see stats
By Doda the Cornac Writhing One level 20
30th Dusk 122nd year of Ascendancy at 19:46 see stats
By Doda the Cornac Writhing One level 17
16th Dusk 122nd year of Ascendancy at 11:08 see stats
By Doda the Cornac Writhing One level 6
78th Pyre 122nd year of Ascendancy at 05:45 see stats
By Doda the Cornac Writhing One level 11
5th Mirth 122nd year of Ascendancy at 05:08 see stats
By Doda the Cornac Writhing One level 14
11st Dusk 122nd year of Ascendancy at 21:38 see stats
By Doda the Cornac Writhing One level 20
53rd Dusk 122nd year of Ascendancy at 14:23 see stats
Log
Borfast the Broken is covered in black blood!
worm that walks (servant of Doda) HEALS from blight damage!
Borfast the Broken receives 45 healing from Borfast the Broken's purging blight area effect.
Borfast the Broken's purging blight area effect hits worm that walks (servant of Doda) for 0 blight, 3 healing (0 total damage) [3 healing].
Doda's defiled blood area effect hits Borfast the Broken for 1 darkness, 12 light, 13 light (27 total damage).
Borfast the Broken receives 65 healing from Ghoulking's purging blight area effect.
Borfast the Broken uses Ghoulish Leap.
Borfast the Broken speeds up.
worm that walks (servant of Doda) HEALS from blight damage!
Borfast the Broken receives 91 healing from Borfast the Broken's purging blight area effect.
Borfast the Broken's purging blight area effect hits worm that walks (servant of Doda) for 0 blight, 3 healing (0 total damage) [3 healing].
Doda's defiled blood area effect hits Borfast the Broken for 1 darkness, 10 light, 12 light (23 total damage).
Borfast the Broken has regained its confidence.
worm that walks (servant of Doda) HEALS from blight damage!
Borfast the Broken receives 91 healing from Borfast the Broken's purging blight area effect.
Borfast the Broken's purging blight area effect hits worm that walks (servant of Doda) for 0 blight, 3 healing (0 total damage) [3 healing].
Doda's defiled blood area effect hits Borfast the Broken for 1 darkness, 10 light, 14 light (24 total damage).
worm that walks (servant of Doda) hits Borfast the Broken for 1 physical, 37 acid (39 total damage).
Melee retaliation hits worm that walks (servant of Doda) for 4 lightning damage.
Borfast the Broken uses Block.
Doda's defiled blood area effect hits Borfast the Broken for (1 blocked), 0 darkness, (12 blocked), 0 light, (11 blocked), 0 light (0 total damage).
Borfast the Broken uses Assault.
Borfast the Broken performs a melee critical strike against worm that walks (servant of Doda)!
Borfast the Broken performs a melee critical strike against worm that walks (servant of Doda)!
Character control switched to Doda.
Borfast the Broken hits Worm that walks (servant of Doda) for 53 physical, 19 lightning, 21 light, 22 darkness, 9 temporal, 172 physical, 8 nature, 4 mind, 6 temporal, 190 physical (504 total damage).
Doda the level 22 cornac writhing one was sliced to death by Borfast the Broken and offered to his dark Master on level 2 of Dreadfell.