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! 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. 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 | Cornac |
Class | Mindslayer |
Level / Exp | 22 / 95% |
Size | medium |
Lifes / Deaths | Killed by snow giant boulder thrower at level 22 on the 5th Regrowth 123rd year of Ascendancy at 14:13 / 1 |
Primary Stats
Strength | 16 (base 11) |
Dexterity | 31 (base 10) |
Constitution | 23 (base 10) |
Magic | 14 (base 10) |
Willpower | 66 (base 51) |
Cunning | 60 (base 43) |
Resources
Life | -138/485 |
Psi | 10/156 |
Healing Factor | 1.3099022211821 |
Regeneration | 4.7811431073147 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -1.9984014443253E-12% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 5 |
See Stealth | 39.286009934143 |
See Invisible | 39.286009934143 |
Offense: Mainhand
Damage | 46 |
Accuracy | 63 |
Crit Chance | 23% |
APR | 14 |
Speed | 1.00 |
Offense: Spell
Spellpower | 14 |
Crit Chance | 18% |
Speed | 1 |
Offense: Mind
Mindpower | 47 |
Crit Chance | 22% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +5% |
Light | +3% |
Mind | +5% |
Physical | +19% |
Fire | +7% |
All | 0% |
Offense: Damage Penetration
Lightning | +10% |
Fire | +13% |
Cold | +10% |
Physical | +20% |
Mind | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 28 (35.65183292883%) |
Defense | 48 |
Ranged Defense | 48 |
Fatigue | 0 |
Physical Save | 25 |
Spell Save | 24 |
Mental Save | 38 |
Defense: Resistances
Acid | + 25%( 70%) |
Light | + 20%( 70%) |
Lightning | + 46%( 70%) |
Nature | + 17%( 70%) |
Physical | + 23%( 70%) |
Fire | + 15%( 70%) |
All | + 12%( 70%) |
Defense: Immunities
Teleport Resistance | 20% |
Stun Resistance | 86% |
Instadeath Resistance | 100% |
Knockback Resistance | 30% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 606% 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 Willpower stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 274 damage for 3 turns. Its effects scale with your Willpower 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 73 then cleanse 1 wound, poison, and disease effect. 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 mental and physical effect and reduce all damage taken by 29% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random magical and physical effect and reduce all damage taken by 21% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Class Talents
Psionic / Absorption | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Psionic / Kinetic mastery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Projection | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Augmented striking | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Voracity | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Psionic / Focus | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Psi-fighting | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Psionic / Augmented mobility | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 2/5 |
Psionic / Finer energy manipulations | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | 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 have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * 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. * 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 precision. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed skeleton mage skull. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * You've found the needed orc heart. * You've found the needed length of troll intestine. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed warg claw. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed bloated horror heart. * '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 |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Equipment
Psionic focus | steel greatmaul 'Mardechak' (156% power, 2 apr) steel greatmaul 'Mardechak' (156% power, 2 apr)5.0 Encumbrance T2 greatmaul 1H weapon [Random Unique] Arcane/Master/Psionic Weapon Damage 157% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On-hit +10 darkness Damage Against +10% Living On Critical: * Splash the target with acid dealing 22 damage over 5 turns and reducing armor and accuracy by 3 While equipped: Stats +4 Dex +1 Mag +2 Con Massive two-handed mauls. |
Quiver | Amikan (50/50, 144% power, 7 apr) Amikan (50/50, 144% power, 7 apr)3.0 Encumbrance T2 arrow ammo [Random Unique] Nature/Master Weapon Damage 145% Range: 1.0x-1.4x Uses 70% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +12.5% Capacity 50 Projectile Speed +400% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 110 physical damage On Critical: * Wound the target dealing 154 physical damage across 5 turns and reducing healing by 50% While equipped: other ------- Reload +7 Arrows are used with bows to pierce your foes to death. |
Light source | Cracklefist the alchemist's lamp Cracklefist the alchemist's lamp1.0 Encumbrance T3 lite [Random Unique] Nature/Master While equipped: Stats +4 Wil offense ------ Physical Crit +3.0% Critical power +12.00% Physical Power +5 (+2 eff.) Ignore resists +10% lightning defense ------ Resistance +18% lightning Life +48.00 other ------- Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | rough leather cap 'Gorykor' (25 def, 1 armour) rough leather cap 'Gorykor' (25 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +3 Wil +3 Cun +4 Con offense ------ Mindpower +4 (+1 eff.) Ignore resists +10% physical defense ------ Armor +1 Defense +25 (+8 eff.) Fatigue +1% Unlife -60.00 life A cap made of leather. |
On feet | Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+0 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 50% (based on Cunning). Uses 50 power out of 1/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Tool | elm wand of lightning storm 'Sewerbender' [power 116] (15 cooldown) elm wand of lightning storm 'Sewerbender' [power 116] (15 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: offense ------ Damage +3% light On-Hit (Melee): * 20% chance to slow global speed by 57% defense ------ Armor +2 other ------- Max stamina +10.00 Create a radius 3 storm for 5 turns. Each turn, creatures within take 24 lightning damage and will be dazed for 1 turn (121 total damage) Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | copper quartz ring copper quartz ring0.1 Encumbrance T1 ring jewelry [Random Unique] Master While equipped: Stats +5 Str +5 Dex +5 Cun +5 Con offense ------ Physical Power +6 (+3 eff.) Accuracy +6 (+2 eff.) defense ------ Fatigue -5% Physical save +6 (+3 eff.) Mind save +6 (+3 eff.) Healmod +20% Stun Resist +30% Knockbk Resist +10% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Encumbrance +22 Rings make your fingers look great! |
On fingers | copper quartz ring copper quartz ring0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +8 (+2 eff.) Ignore Armor +8 defense ------ Defense +7 (+2 eff.) Stun Resist +30% Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 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 143% 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. Rings make your fingers look great! |
Around neck | grounding copper amulet of dexterity (+4) grounding copper amulet of dexterity (+4)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +4 Dex defense ------ Resistance +12% lightning Stun Resist +26% Amulets make your neck look great! |
In main hand | steel greatsword 'Huramandil' (151% power, 2 apr) steel greatsword 'Huramandil' (151% power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Random Unique] Arcane/Master Weapon Damage 152% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-Hit, radius 1 +7 fire On-crit, radius 2 +12 acid On Hit: * Create an explosion dealing 15 fire damage (1/turn) While equipped: Stats +3 Mag +1 Wil offense ------ Damage +7% fire Ignore resists +13% fire Ignore Shields +10% Massive two-handed swords. |
On hands | Tundraqueller (0 def, 9 armour) Tundraqueller (0 def, 9 armour)1.0 Encumbrance T2 hands armor [Random Unique] Nature While equipped: offense ------ On-Hit 7 lightning 9 physical Damage +5% lightning +5% physical Ignore resists +10% cold defense ------ Armor +9 Resistance +8% lightning +3% nature Life Regen +3.40 Knockbk Resist +20% Teleport Resist +20% other ------- Stamina/turn +0.60 Psi/turn +0.18 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. |
Around waist | Plaguequeen the rough leather belt Plaguequeen the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +8 Dex +3 Cun +2 Con +6 Lck defense ------ Resistance +3% nature +9% light Crit Resistance 5.00% Stealth +6 Life +40.00 other ------- Disarm Traps +8 Infravision +4 A belt that goes around your waist. |
Cloak | linen cloak 'Flashblow' (1 def, 2 armour) linen cloak 'Flashblow' (1 def, 2 armour)2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats +3 Wil offense ------ Damage +9% physical Accuracy +30 (+8 eff.) defense ------ Armor +2 Defense +1 (+0 eff.) Resistance +3% fire Mind save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Robe of Force (12 def, 8 armour) Robe of Force (12 def, 8 armour)2.0 Encumbrance T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil offense ------ Mind Crit +4% Mindpower +8 (+3 eff.) Damage +5% mind +5% physical Ignore resists +10% mind +10% physical defense ------ Armor +8 Defense +12 (+4 eff.) Resistance +15% acid +12% physical +9% all Physical save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 54.26 to 67.83 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Inventory
shatter afflictions rune of the titan (absorb 60; cd 12) shatter afflictions rune of the titan (absorb 60; cd 12)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 60 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. 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. |
shielding rune of the sneak (absorb 283; dur 4; cd 18) shielding rune of the sneak (absorb 283; dur 4; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 283 damage for 4 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Anenaridor the Thunderbringer =5 con= Anenaridor the Thunderbringer =5 con=0.1 Encumbrance T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +5 Con +3 Wil offense ------ Damage +6% fire Ignore resists +5% fire When Hit 10 lightning defense ------ Fatigue -6% Resistance +3% lightning Life Regen +3.00 Amulets make your neck look great! |
Withering Orbs Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+2 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Sootwaker the copper ring Sootwaker the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ Physical Crit +2.0% Damage +6% darkness Ignore resists +10% physical defense ------ Armor +4 Physical save +12 (+6 eff.) Life Regen +2.00 Stun Resist +21% other ------- Stamina/turn +3.00 Rings make your fingers look great! |
warrior's copper ring warrior's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +2 Str defense ------ Armor +4 Rings make your fingers look great! |
Cyrilaith the iron battleaxe (125% power, 1 apr) Cyrilaith the iron battleaxe (125% power, 1 apr)3.0 Encumbrance T1 battleaxe 2H weapon [Rare] Arcane Weapon Damage 126% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% On-Hit, radius 1 +4 arcane +10 fire While equipped: Stats +1 Wil +2 Con other ------- See Invisibility +15 Massive two-handed battleaxes. |
flaming iron battleaxe of massacre (132% power, 1 apr) flaming iron battleaxe of massacre (132% power, 1 apr)3.0 Encumbrance T1 battleaxe 2H weapon [Ego] Arcane/Master Weapon Damage 132% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% On-Hit, radius 1 +10 fire Massive two-handed battleaxes. |
iron greatsword (125% power, 1 apr) iron greatsword (125% power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Normal] Weapon Damage 125% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% Massive two-handed swords. |
iron greatsword (130% power, 1 apr) iron greatsword (130% power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Normal] Weapon Damage 131% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% Massive two-handed swords. |
iron greatsword (125% power, 1 apr) iron greatsword (125% power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Normal] Weapon Damage 125% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% Massive two-handed swords. |
mossy mindstar (72% power, 12 apr, mind damage) mossy mindstar (72% power, 12 apr, mind damage)3.0 Encumbrance T1 mindstar 1H weapon [Normal] Nature Weapon Damage 72% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind 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. |
mossy mindstar (77% power, 12 apr, nature damage) mossy mindstar (77% power, 12 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Normal] Nature Weapon Damage 77% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature 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. |
Tekath Tekath1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +3 Str +1 Cun +3 Con offense ------ Physical Power +8 (+3 eff.) defense ------ Defense +10 (+3 eff.) Spell save +7 (+4 eff.) other ------- Size +1 A belt that goes around your waist. |
rough leather belt of unlife rough leather belt of unlife1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
linen cloak 'Armybers' (1 def, 6 armour) linen cloak 'Armybers' (1 def, 6 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: defense ------ Armor +6 Defense +1 (+0 eff.) Resistance +12% lightning +13% cold +3% light +3% acid A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of Iron Throne (1 def, 0 armour) linen cloak of Iron Throne (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats +1 Str +1 Con defense ------ Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
focusing woollen robe of the mountain (+10%) (0 def, 0 armour) focusing woollen robe of the mountain (+10%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Nature/Psionic While equipped: Stats +5 Mag +5 Wil offense ------ Damage +10% physical defense ------ Resistance +9% all +10% physical other ------- Mana/turn +0.18 Psi/turn +0.18 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe (0 def, 0 armour) linen robe (0 def, 0 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. |
spellwoven linen robe of darkness (+15%) (0 def, 0 armour) spellwoven linen robe of darkness (+15%) (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego] Arcane While equipped: offense ------ Spell Crit +3% Spellpower +3 (+3 eff.) Damage +10% darkness defense ------ Resistance +15% darkness +7% all Spell save +15 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Aerisemira (0 def, 3 armour) Aerisemira (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: defense ------ Armor +3 Fatigue +2% Resistance +7% lightning +6% temporal +3% nature +3% mind Life +60.00 Silence Resist +10% Confus Resist +20% Knockbk Resist +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Belera (0 def, 5 armour) Belera (0 def, 5 armour)3.0 Encumbrance T5 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +7 Mag +4 Cun +4 Con offense ------ Physical Power +11 (+4 eff.) Spellpower +25 (+15 eff.) Mindpower +15 (+5 eff.) Damage +6% acid +20% blight When Hit 4 arcane defense ------ Armor +5 Fatigue +4% Physical save +22 (+11 eff.) Mind save +18 (+7 eff.) Disease Resist +47% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Mana/turn +0.04 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Elolratha (0 def, 1 armour) Elolratha (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +4 Str +2 Dex +2 Con offense ------ Damage +3% mind Ignore resists +10% mind defense ------ Armor +1 other ------- Max psi +30.00 See Invisibility +3 Rush: Puts all charms on 25 turn cooldown Effective talent level: 1.0 Power cost 25 out of 25/25. Range 6 Cooldown: 39 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. A pair of boots made of leather. |
pair of dwarven-steel boots 'Huryntir' (15 def, 8 armour) pair of dwarven-steel boots 'Huryntir' (15 def, 8 armour)3.0 Encumbrance T3 feet armor [Rare] Nature While equipped: Stats +4 Con offense ------ Physical Power +25 (+9 eff.) defense ------ Armor +8 Defense +15 (+5 eff.) Fatigue +3% Resistance +9% lightning +5% temporal Unlife -60.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots (0 def, 1 armour) pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Normal] While equipped: defense ------ Armor +1 A pair of boots made of leather. |
Sunquench (0 def, 1 armour) Sunquench (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Psionic While equipped: offense ------ Mind Crit +3% Damage +12% light defense ------ Armor +1 Life Regen +2.00 other ------- Stamina/turn +0.50 Max stamina +12.00 Light +1 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. |
Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour)2.0 Encumbrance T1 head armor [Unique] Nature While equipped: offense ------ Damage +10% lightning +10% cold defense ------ Resistance +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Effective talent level: 1.0 Power cost 15 out of 30/30. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 41.32 to 123.95 lightning damage (82.63 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Gunendil (0 def, 1 armour) =5 con= Gunendil (0 def, 1 armour) =5 con=2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +2 Dex +5 Con offense ------ Ignore Armor +1 When Hit 4 physical defense ------ Armor +1 Fatigue +1% Resistance +3% mind +11% light +11% darkness Unlife -40.00 life A cap made of leather. |
Hettykhad the rough leather cap (0 def, 5 armour) Hettykhad the rough leather cap (0 def, 5 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +2 Str offense ------ Physical Power +25 (+9 eff.) Ignore resists +5% acid defense ------ Armor +5 Fatigue +1% Resistance +5% cold other ------- Breathe water A cap made of leather. |
linen wizard hat of lightning (+15%) (1 def, 0 armour) linen wizard hat of lightning (+15%) (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Nature While equipped: offense ------ Damage +10% lightning defense ------ Defense +1 (+0 eff.) Resistance +15% lightning A pointy cloth hat, very wizardly... |
3 agate 3 agate0.0 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. |
265 alchemist agate 265 alchemist agate0.0 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. |
aquamarine aquamarine0.0 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. |
lapis lazuli lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal 2 opal0.0 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. |
topaz topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical 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. |
woodsman's iron pickaxe (dig speed 38 turns) woodsman's iron pickaxe (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str offense ------ Damage +5% nature defense ------ Resistance +11% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 spinel 2 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical 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. |
Heart of the Sandworm Queen Heart of the Sandworm Queen0.0 Encumbrance heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Belulestir the brass lantern Belulestir the brass lantern2.0 Encumbrance T1 lite [Rare] Master While equipped: offense ------ Physical Power +15 (+6 eff.) Damage +3% physical Ignore resists +5% physical Ignore Armor +2 defense ------ Resistance +6% nature Unlife -60.00 life Healmod +5% other ------- 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. |
Nimbushash Nimbushash2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Ignore resists +10% acid On-Hit (Melee): * 10% chance to reduce armor by 18% defense ------ Resistance +9% lightning Life +41.00 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. |
brass lantern brass lantern2.0 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. |
brass lantern 'Emelamira' brass lantern 'Emelamira'2.0 Encumbrance T1 lite [Rare] Master While equipped: defense ------ Defense +5 (+1 eff.) Resistance +6% nature +6% light other ------- Light +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. |
brass lantern 'Veluta' brass lantern 'Veluta'2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Damage +3% temporal Ignore resists +20% temporal defense ------ Armor +6 Defense +5 (+1 eff.) Resistance +3% blight +3% temporal Life +41.00 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. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
2 garnet 2 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)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. |
Transmogrification Chest Transmogrification Chest2.0 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. |
evasive elm totem of healing [power 116] (15 cooldown) =for escorts= evasive elm totem of healing [power 116] (15 cooldown) =for escorts=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 gain a 12% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
extending elm totem of healing [power 116] (15 cooldown) extending elm totem of healing [power 116] (15 cooldown)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 increase the duration of 2 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
4 amethyst 4 amethyst0.0 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. |
piercing elm wand of lightning storm [power 110] (15 cooldown) piercing elm wand of lightning storm [power 110] (15 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 23 lightning damage and will be dazed for 1 turn (115 total damage) Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 ametrine 2 ametrine0.0 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. |
6 citrine 6 citrine0.0 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. |
7 zircon 7 zircon0.0 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 Naceth the Cornac Mindslayer level 11
2nd Haze 122nd year of Ascendancy at 01:20 see stats
By Naceth the Cornac Mindslayer level 10
1st Mirth 122nd year of Ascendancy at 14:32 see stats
By Naceth the Cornac Mindslayer level 20
60th Haze 122nd year of Ascendancy at 13:09 see stats
By Naceth the Cornac Mindslayer level 11
2nd Mirth 122nd year of Ascendancy at 19:18 see stats
By Naceth the Cornac Mindslayer level 16
31st Haze 122nd year of Ascendancy at 22:24 see stats
By Naceth the Cornac Mindslayer level 17
42nd Haze 122nd year of Ascendancy at 08:59 see stats
Log
Giant red ant hits Naceth for (8 to psi shield), (1 absorbed), 11 fire (11 total damage).
Giant red ant hits Fire wyrm for 0 fire damage.
Giant red ant hits Xaren for 8 fire damage.
Giant red ant hits Faeros for 0 fire damage.
Giant red ant hits Onilug for 16 fire damage.
Burning from Giant red ant hits Faeros for 0 fire damage.
Burning from Giant red ant hits Snow giant boulder thrower for 5 fire damage.
Snow giant thunderer hits Xaren for 119 lightning damage.
Snow giant thunderer hits Naceth for 96 lightning damage.
Fire wyrm hits Naceth for (58 to psi shield), (183 absorbed), 0 physical (0 total damage).
Burb the snow giant champion casts Freeze.
Naceth resists!
Snow giant boulder thrower uses Throw Boulder.
Snow giant boulder thrower hurls a huge boulder at Naceth!
Faeros resists the knockback!
Greater faeros resists the knockback!
Snow giant boulder thrower resists the knockback!
Naceth is knocked back!
Ghast is knocked back!
Onilug is knocked back!
Faeros resists the knockback!
Snow giant boulder thrower hits Snow giant boulder thrower for 182 physical damage.
Snow giant boulder thrower hits Naceth for (52 to psi shield), 169 physical (169 total damage).
Snow giant boulder thrower hits Greater faeros for 143 physical damage.
Snow giant boulder thrower hits Ghast for 228 physical damage.
Snow giant boulder thrower hits Faeros for 205 physical damage.
Snow giant boulder thrower hits Faeros for 205 physical damage.
Snow giant boulder thrower hits Onilug for 228 physical damage.
Burb the snow giant champion hits Naceth for (32 to psi shield), 304 cold (304 total damage).
Naceth the level 22 cornac mindslayer was crushed to death by a snow giant boulder thrower on level 2 of Daikara.