











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:
Items Vault 1.7.0Donators/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 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 | Nightmare Roguelike |
| Sex | Female |
| Race | Dwarf |
| Class | Summoner |
| Level / Exp | 19 / 67% |
| Size | big |
| Lifes / Deaths | Killed by corrosive seed at level 19 on the 21st Wealth 122nd year of Ascendancy at 04:21 / 1 |
Primary Stats
| Strength | 25 (base 13) |
| Dexterity | 15 (base 11) |
| Constitution | 18 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 58 (base 47) |
| Cunning | 50 (base 38) |
Resources
| Life | -20/518 |
| Equilibrium | 89 |
| Healing Factor | 1.1711363549267 |
| Regeneration | 0.29278408873168 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +104% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 2 |
Offense: Mainhand
| Damage | 61 |
| Accuracy | 40 |
| Crit Chance | 17% |
| APR | 46 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 50 |
| Accuracy | 40 |
| Crit Chance | 16% |
| APR | 30 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 47 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +7% |
| Acid | +11% |
| Darkness | +3% |
| Cold | +7% |
| Physical | +12% |
| Mind | +6% |
| Fire | +11% |
Offense: Damage Penetration
| Blight | +15% |
| Acid | +10% |
| Fire | +14% |
| Mind | +25% |
Defense: Base
| Armour (hardiness) | 23.413408721348 (65.897138898113%) |
| Defense | 27 |
| Ranged Defense | 27 |
| Fatigue | 21 |
| Physical Save | 28 |
| Spell Save | 35 |
| Mental Save | 44 |
Defense: Resistances
| Acid | + 7%( 70%) |
| Blight | + 6%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 9%( 70%) |
| All | 0%( 70%) |
| Lightning | + 7%( 70%) |
| Light | + 12%( 70%) |
| Temporal | + 20%( 70%) |
| Physical | + 3%( 70%) |
| Mind | + 9%( 70%) |
| Fire | + 32%( 70%) |
| Nature | + 3%( 70%) |
Defense: Immunities
| Stun Resistance | 40% |
| Teleport Resistance | 20% |
| Pinning Resistance | 74% |
| Disarm Resistance | 46% |
| Silence Resistance | 10% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 53% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| 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: MovementUse 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 increase movement speed by 448% 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 Dexterity stat. |
Class Talents
| Wild-gift / Summoning (melee) | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Wild-gift / Summoning (advanced) | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Summoning (utility) | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Summoning (distance) | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Harmony | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
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 lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you improved spell save by +12. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You 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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed skeleton mage skull. * '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.' Ungrol of Last Hope needs your help making an elixir of foundations. 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.' * You've found the needed warg claw. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | 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 |
Equipment
| On feet | pair of dwarven-steel boots 'Tulyzor' (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +6% physical ----- def ----- Armour +4 Fatigue +3% Resists +7% lightning +8% temporal +3% blight Stun/Frz- +20% Knockbk- +10% Teleport- +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | alchemist's lamp 'Layoda'1.0 T3 lite [Rare] Master While equipped: ----- def ----- Defense +10 (+5 eff.) Resists +6% temporal +3% physical Phys.save +6 (+3 eff.) Heal.mod +10% Disease- +20% ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | hardened leather cap 'Zubavea' (0 def, 5 armour)2.0 T3 head armor [Random Unique] Master While equipped: Stats +3 Str +3 Dex +4 Cun +3 Con dps ---------- Dmg.mod +6% mind Res.pen +15% blight +10% mind Apr +6 ----- def ----- Armour +5 Fatigue +3% Resists +9% mind +3% blight Phys.save +8 (+4 eff.) Mind.save +9 (+3 eff.) ---------- misc Infravis +2 Battle Cry: Puts all charms on 28 cooldown Level 2.0 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
| On hands | corrosive dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 5 acid Dmg.mod +5% acid Acc +10 (+5 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +7% acid Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | ash totem of healing [power 206] (15 cooldown)2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 206 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +22.00 Disarm- +22% Pinning- +21% Knockbk- +20% Rings make your fingers look great! |
| On fingers | gold ring 'Dourkiss'0.1 T3 ring jewelry [Rare] Master While equipped: Stats +4 Wil dps ---------- Mind.crit +4% Dmg.mod +3% darkness Res.pen +5% mind ----- def ----- Max.HP +31.00 Disarm- +24% Pinning- +26% Knockbk- +23% ---------- misc Hate/m.crit +1.00 Max.psi +30.00 Rings make your fingers look great! |
| Around neck | copper amulet of strength (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str Amulets make your neck look great! |
| In main hand | Pitchbutcher (18-20 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic Power 18.0 - 19.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Melee+ +12 darkness +8 mind While equipped: dps ---------- Mind.crit +8% Mind.pwr +16 (+5 eff.) All.spd +4% Melee+ 12 fire Dmg.mod +11% fire Res.pen +10% mind +14% fire ----- def ----- Resists +12% fire Mind.save +7 (+2 eff.) ---------- misc Max.hate +6.00 Max.psi +29.00 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. |
| Around waist | Fulezilarek the Hazewrack1.0 T3 belt armor [Rare] Master While equipped: Stats +1 Cun dps ---------- Phys.pwr +7 (+3 eff.) ----- def ----- Resists +6% temporal +12% light +3% fire +3% nature +6% cold Spell.save +7 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
| In off hand | Harorand the thorny mindstar (9-10 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Rare] Nature Power 9.0 - 9.9 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% Melee+ +8 acid While equipped: Stats +4 Cun +2 Mag dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Dmg.mod +7% lightning +7% cold +6% acid +6% physical ----- def ----- Defense +17 (+8 eff.) Pinning- +27% ---------- misc Hate/m.crit +3.00 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. |
| Cloak | Lisada the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Res.pen +10% acid ----- def ----- Defense +2 (+1 eff.) Resists +5% arcane +3% cold Crit.dmg- 15.00% Silence- +10% Stun/Frz- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | enlightening steel mail armour of fire resistance (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Master/Psionic While equipped: Stats +3 Cun +4 Wil ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +17% fire Mind.save +11 (+3 eff.) A suit of armour made of mail. |
Inventory
heroism infusion of the duelist (die at -165; dur 6; cd 28)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -165 life. The duration and life will increase by 1% for every 1% life you have lost (currently 336 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the sneak (speed 587%; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 587% 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 Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 294; 13 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 294 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 21%; physical; dur 3; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd 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 21% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Blood of Undeath0.4 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. |
steel amulet of healing0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Heal.mod +11% Cut- +50% Heal: Puts all charms on 35 cooldown Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 306 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Zubothra0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Wil dps ---------- Dmg.mod +11% lightning +3% acid ----- def ----- Resists +25% lightning +3% cold Mind.save +3 (+1 eff.) Rings make your fingers look great! |
psionicist's copper ring0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+2 eff.) Rings make your fingers look great! |
steel ring of pilfering0.1 T2 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +8 (+4 eff.) Apr +8 ----- def ----- Defense +7 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 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 101% 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! |
enhanced iron greatmaul (18-28 power, 1 apr)5.0 T1 greatmaul 2H weapon [Ego+] Nature Power 18.5 - 27.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% While equipped: Stats +5 Str +6 Dex +5 Mag +5 Wil +6 Cun +6 Con Massive two-handed mauls. |
dwarven-steel greatsword 'Obsidianvagrant' (36-57 power, 2 apr)3.0 T3 greatsword 2H weapon [Rare] Master Power 35.5 - 56.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +8 darkness While equipped: Stats +3 Str +4 Cun dps ---------- Dmg.mod +10% physical Acc +7 (+3 eff.) ----- def ----- Defense +10 (+5 eff.) Resists +9% lightning +9% temporal ---------- misc See.Invis +12 Massive two-handed swords. |
Aerulle (30-43 power, 6 apr)3.0 T3 longsword 1H weapon [Random Unique] Arcane/Master Power 30.5 - 42.7 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +3.5% Atk.spd 100% On Hit: * Create an explosion dealing 15 cold damage (1/turn) While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +20% cold +7% physical Res.pen +7% cold Acc +5 (+2 eff.) Melee Ret 4 arcane ---------- misc Stam/turn +1.00 Sharp, long, and deadly. |
flaming steel mace of massacre (18-26 power, 3 apr)3.0 T2 mace 1H weapon [Ego] Arcane/Master Power 18.5 - 25.9 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Hit.r1 +7 fire Blunt and deadly. |
steel mace (12-17 power, 3 apr)3.0 T2 mace 1H weapon [Normal] Power 12.0 - 16.8 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Blunt and deadly. |
mossy mindstar 'Plaguebolt' (2-3 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Rare] Nature Power 2.5 - 2.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +3% lightning +3% nature +5% arcane +9% light Max.HP +13.00 HP.reg +0.70 ---------- 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. |
mossy mindstar of disruption (3-3 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Ego+] Nature/Disrupt Power 3.0 - 3.3 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% 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 +1% Mind.pwr +2 (+1 eff.) ---------- 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. |
projecting vined mindstar of life (5-6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego+] Nature/Psionic Power 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +7% lightning +7% fire +7% cold ----- def ----- Max.HP +14.00 HP.reg +0.50 ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Psionic/Focus +0.20 Psionic/Projection 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. |
vined mindstar (6-7 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Normal] Nature Power 6.0 - 6.6 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) ---------- 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. |
ash magestaff (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon Reqs Mag 16 [Normal] Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+6 eff.) Dmg.mod +15% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash vilestaff of illumination (15-18 power, 3 apr, acid element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Nature Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+6 eff.) Dmg.mod +15% acid ----- def ----- Defense +7 (+3 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 35.98 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
blurring hardened leather belt of resilience1.0 T3 belt armor [Ego] Nature/Master While equipped: ----- def ----- Defense +10 (+5 eff.) Stealth +6 Max.HP +45.00 A belt that goes around your waist. |
rough leather belt 'Anidorim'1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +3% acid +3% physical Acc +5 (+2 eff.) Apr +2 ----- def ----- Armour +6 Phys.save +8 (+4 eff.) A belt that goes around your waist. |
Dairygas (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +30 (+10 eff.) Res.pen +10% acid ----- def ----- Defense +2 (+1 eff.) Max.HP +36.00 ---------- misc Psi/ret +0.08 Max.psi +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping cashmere cloak of sorcery (7 def, 0 armour)2.0 T3 cloak armor [Ego+] Arcane/Master While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +4% ----- def ----- Defense +7 (+3 eff.) Phys.save +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Normal] While equipped: ----- def ----- 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. |
Nightwinnow (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Mind.crit +3% Crit.mult +20.00% Dmg.mod +6% mind ----- def ----- Armour +4 Fatigue +3% Resists +10% lightning +8% temporal +3% darkness ---------- misc Max.hate +4.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
grounding pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +5% lightning +6% temporal ---------- misc Stam/turn +0.40 Max.stam +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of hardened leather boots of rushing (0 def, 3 armour)2.0 T3 feet armor [Ego++] Arcane/Master While equipped: Stats +2 Str +2 Con ----- def ----- Armour +3 Silence- +23% Confus- +24% Stun/Frz- +23% Rush: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 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. |
Gloredanor (0 def, 1 armour)1.0 T1 hands armor [Rare] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+2 eff.) Res.pen +5% mind ----- def ----- Armour +1 Resists +3% nature +2% physical Blind- +20% 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. |
Ce'Nussra the Purepain (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- On Hit (Melee): * 10% chance to slow global speed by 57% ----- def ----- Armour +3 Fatigue +5% Resists +9% cold +2% physical Phys.save +11 (+6 eff.) Die.at -20.00 life Max.HP +80.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Yviredhewyn the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Dex dps ---------- Res.pen +15% physical ----- def ----- Armour +4 Fatigue +4% Resists +5% fire +8% cold Spell.save +15 (+6 eff.) ---------- misc Stam/turn +2.00 Infravis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Zubonn the Pitchreign (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% nature Melee Ret 2 darkness ----- def ----- Armour +3 Fatigue +3% Resists +3% lightning +3% nature +18% darkness Phys.save +10 (+5 eff.) A cap made of leather. |
cashmere wizard hat 'Growhunger' (2 def, 0 armour)2.0 T3 head armor [Rare] Arcane While equipped: dps ---------- Res.pen +20% lightning Melee Ret 10 nature ----- def ----- Defense +2 (+1 eff.) Resists +12% nature ---------- misc Infravis +5 See.Stealth +5 See.Invis +17 Circle of Warding: (Instant) Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 10% and attempts to push all creatures other than yourself out of its radius, inflicting 1.92 light damage and 1.98 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
hardened leather cap 'Blackmarrow' (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +8 Str +7 Dex dps ---------- Res.pen +5% physical Acc +30 (+15 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 24% ----- def ----- Armour +3 Fatigue +3% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 74.5 Physical damage. If the attack hits, the target is confused (28% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
hardened leather cap 'Saligath' (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +6% physical Res.pen +20% physical ----- def ----- Armour +3 Fatigue +3% Resists +11% fire +6% darkness +8% cold Die.at -80.00 life Def/telep +15 Res/telep +15% Dur/telep +15% A cap made of leather. |
iron helm 'Hellbreak' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Cun dps ---------- Dmg.mod +6% blight +12% fire Melee Ret 4 blight ----- def ----- Armour +3 Fatigue +5% Resists +7% cold ---------- misc Light +1 Infravis +1 See.Invis +6 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
stabilizing dwarven-steel helm of strength (+3) (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +4 Fatigue +4% Phys.save +10 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Ulyfast (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Rare] Master While equipped: Stats +2 Con dps ---------- Res.pen +10% acid +20% physical Acc +30 (+15 eff.) ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +19% cold A suit of armour made of mail. |
impenetrable iron mail armour of fire resistance (2 def, 9 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +9 Defense +2 (+1 eff.) Fatigue +12% Resists +16% fire A suit of armour made of mail. |
Aerenne the Gorestrike (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training Str 35 [Rare] Master While equipped: Stats +5 Wil +1 Cun +1 Con dps ---------- On Hit (Melee): * 20% chance to slow global speed by 57% ----- def ----- Armour +11 Fatigue +22% Resists +3% mind +19% cold ---------- misc See.Invis +12 A suit of armour made of metal plates. |
dwarven-steel shield of physical resistance (+10%) (0 def, 6 armour, 81 block)7.0 T3 shield armor Reqs Shield usage training [Ego] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +6 Fatigue +8% Resists +10% physical ---------- misc Talents +1 Block Handheld deflection devices. |
15 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
76 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Hanudular the brass lantern2.0 T1 lite [Rare] Master While equipped: ----- def ----- Armour +6 Defense +15 (+7 eff.) Resists +3% light +3% darkness Phys.save +3 (+2 eff.) ---------- misc 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 lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +41.00 ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
12 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Ngnys the Dwarf Summoner level 10
4th Profit 122nd year of Ascendancy at 23:17 see stats
Squadmate (Nightmare (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Ngnys the Dwarf Summoner level 6
18th Voratun 122nd year of Ascendancy at 08:46 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Ngnys the Dwarf Summoner level 8
3rd Acquisition 122nd year of Ascendancy at 21:22 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Ngnys the Dwarf Summoner level 10
9th Profit 122nd year of Ascendancy at 09:29 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Ngnys the Dwarf Summoner level 18
7th Wealth 122nd year of Ascendancy at 23:21 see stats
Log
Fire drake killed Giant brown ant!
Fire drake killed King cobra!
Polewe the giant blue ant uses Corrosive Seeds.
You fail to use War Hound due to your equilibrium!
Stone golem uses Unstoppable.
Polewe the giant blue ant's manaburn arcane area effect hits Fire drake for 0 arcane damage.
Polewe the giant blue ant's manaburn arcane area effect hits Ngnys for 0 arcane damage.
Polewe the giant blue ant's manaburn arcane area effect hits Fire drake hatchling for 0 arcane damage.
Polewe the giant blue ant's manaburn arcane area effect hits Stone golem for 0 arcane damage.
Fire drake uses Devouring Flame.
Polewe the giant blue ant uses Acidbeam.
Polewe the giant blue ant's mind surges with critical power!
Polewe the giant blue ant hits Ngnys for 221 acid damage.
You fail to use War Hound due to your equilibrium!
Polewe the giant blue ant attunes to the damage.
Polewe the giant blue ant's manaburn arcane area effect hits Fire drake hatchling for 0 arcane damage.
Polewe the giant blue ant's manaburn arcane area effect hits Ngnys for 0 arcane damage.
Polewe the giant blue ant's manaburn arcane area effect hits Fire drake for 0 arcane damage.
Polewe the giant blue ant's manaburn arcane area effect hits Stone golem for 0 arcane damage.
Fire drake's devouring flames area effect hits Polewe the giant blue ant for (21 antimagic), 0 fire (0 total damage).
Fire drake triggers a trap (Polewe the giant blue ant's corrosive seed)!
Fire drake resists the wave!
Stone golem is knocked back!
Fire drake somehow avoids something on the floor.
Polewe the giant blue ant's corrosive seed hits Ngnys for 122 acid damage.
Polewe the giant blue ant's corrosive seed hits Fire drake for 117 acid damage.
Polewe the giant blue ant's corrosive seed hits Stone golem for 131 acid damage.
Ngnys the level 19 dwarf summoner was corroded to death by a Polewe the giant blue ant's corrosive seed on level 1 of The Maze.































































































