









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! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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:
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! 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 | Female |
| Race | Thalore |
| Class | Archer |
| Level / Exp | 19 / 56% |
| Size | medium |
| Lifes / Deaths | Killed by Harkor'Zun at level 17 on the 43rd Dusk 122nd year of Ascendancy at 12:21 0 / 6Killed by ultimate gwelgoroth at level 17 on the 64th Dusk 122nd year of Ascendancy at 17:03 Killed by Xanylaith the sandworm at level 17 on the 69th Dusk 122nd year of Ascendancy at 16:06 Killed by skeleton warrior at level 19 on the 3rd Haze 122nd year of Ascendancy at 23:19 Killed by elven corruptor at level 19 on the 8th Haze 122nd year of Ascendancy at 04:16 Killed by dirk pitt iv at level 19 on the 8th Haze 122nd year of Ascendancy at 04:22 |
Primary Stats
| Strength | 30 (base 21) |
| Dexterity | 43 (base 35) |
| Constitution | 20 (base 16) |
| Magic | 8 (base 10) |
| Willpower | 16 (base 10) |
| Cunning | 36 (base 31) |
Resources
| Life | 536/536 |
| Stamina | 179/179 |
| Healing Factor | 1.3070588855781 |
| Regeneration | 6.862059149285 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 38.894014938291 |
| See Invisible | 38.894014938291 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 59 |
| Accuracy | 53 |
| Crit Chance | 9% |
| APR | 14 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 4 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +6% |
| Temporal | +12% |
| All | 0% |
| Physical | +15% |
| Fire | +14% |
| Nature | +12% |
Offense: Damage Penetration
| Mind | +10% |
| Lightning | +15% |
Defense: Base
| Armour (hardiness) | 11 (57.155997060385%) |
| Defense | 41 |
| Ranged Defense | 41 |
| Fatigue | 0 |
| Physical Save | 17 |
| Spell Save | 8 |
| Mental Save | 18 |
Defense: Resistances
| Darkness | + 10%( 70%) |
| Fire | + 36%( 70%) |
| Nature | + 21%( 70%) |
| Blight | + 11%( 70%) |
| Physical | + 6%( 70%) |
| Cold | + 7%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
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: 10 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 23% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 137 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Archery prowess | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Effects
Quests
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved Strength by +5. | done |
You failed to protect the repented thief from death by giant venus flytrap. Escort: repented thief (level 1 of Daikara) | failed |
You successfully escorted the temporal explorer to the recall portal on level 3 of Norgos Lair. Escort: temporal explorer (level 3 of Norgos Lair)As a reward you improved Willpower by +5. | 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 Wrathroot. * 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 |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | 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 the fox. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * You've found the needed giant spider spinneret. * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed bear paw. * You've found the needed snow giant kidney. | 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 rough leather boots 'Drodulin' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Mind.crit +3% Phys.pwr +10 (+3 eff.) Mind.pwr +5 (+3 eff.) Res.pen +10% mind ----- def ----- Armour +1 Resists +1% physical ---------- misc Stam/turn +0.40 Max.stam +10.00 A pair of boots made of leather. |
| Quiver | slimey quiver of ash arrows of wind (12/12, 20-28 power, 7 apr)3.0 T2 arrow ammo [Ego] Nature/Disrupt Power 20.0 - 28.0 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 12 Proj.spd +200% On Hit: * 9% chance to slow global speed by 44% * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 124 physical damage Arrows are used with bows to pierce your foes to death. |
| On hands | cinder hardened leather gloves of dexterity (+2) (0 def, 2 armour)1.0 T2 hands armor [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Melee+ 6 fire Dmg.mod +3% fire Acc +12 (+4 eff.) ----- def ----- Armour +2 Resists +5% fire 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. |
| On head | Blastwoe (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +1 Con dps ---------- Dmg.mod +15% physical +12% nature +6% light Res.pen +15% lightning ----- def ----- Defense +2 (+1 eff.) Resists +18% nature +1% physical A pointy cloth hat, very wizardly... |
| Tool | dwarven-steel torque of gale force [power 250] (13 cooldown)2.0 T3 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 10 spaces and dealing 287 physical damage Puts all charms on 13 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | marksman's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) Rings make your fingers look great! |
| On fingers | gold ring of fire (+22%)0.1 T3 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Resists +22% fire Rings make your fingers look great! |
| Around neck | Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +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... |
| In main hand | Lisurialethra the Windcrack4.0 T1 longbow 2H weapon [Rare] Nature Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 While equipped: Stats +2 Con dps ---------- On Hit (Ranged): * 20% chance to slow global speed by 44% ----- def ----- Resists +6% darkness +3% cold ---------- misc Masteries +0.30 Wild-gift/Fungus Regenerate 66 life over 5 turns Puts all charms on 17 cooldown Longbows are used to shoot arrows at your foes. |
| Main armor | troll-hide cured leather armour of Eyal (6 def, 4 armour)9.0 T2 light armor [Ego++] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Max.HP +77.00 HP.reg +5.00 Heal.mod +22% A suit of armour made of leather. |
| Light source | brass lantern 'Gilivor'2.0 T1 lite [Rare] Arcane While equipped: Stats +2 Str dps ---------- Dmg.mod +12% temporal Melee Ret 12 fire ----- def ----- Resists +6% fire ---------- misc Hate/m.crit +2.00 Light +3 Infravis +1 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. |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Inventory
wild infusion of the psychic (res 20%; magical; dur 4; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. |
ethereal rune of the sneak (power 16; resist 15%; move 40%; dur 5; cd 19)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 15% all resistance, you move 40% faster, and you are invisible (power 16). 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. |
clarifying steel amulet of vision0.1 T2 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Resists +10% mind Blind- +15% Confus- +23% ---------- misc Infravis +3 Sight +2 See.Invis +5 Amulets make your neck look great! |
savior's steel amulet0.1 T2 amulet jewelry [Ego+] Master While equipped: ----- def ----- Phys.save +12 (+7 eff.) Spell.save +12 (+12 eff.) Mind.save +14 (+8 eff.) Amulets make your neck look great! |
stabilizing copper amulet of mastery (0.11 Technique / Conditioning)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +10% temporal Pinning- +22% Knockbk- +21% ---------- misc Masteries +0.11 Technique/Conditioning Amulets make your neck look great! |
stabilizing steel amulet0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% temporal Pinning- +26% Knockbk- +21% Amulets make your neck look great! |
copper ring of corrosion (+20%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% acid ----- def ----- Resists +20% acid Rings make your fingers look great! |
copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Blind- +21% ---------- misc Infravis +3 See.Stealth +6 See.Invis +7 Rings make your fingers look great! |
mule's copper ring of darkness (+20%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +10% darkness ----- def ----- Fatigue -5% Resists +20% darkness ---------- misc Max.enc +20 Rings make your fingers look great! |
savior's gold ring of frost (+26%)0.1 T3 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +13% cold ----- def ----- Resists +26% cold Phys.save +14 (+8 eff.) Spell.save +8 (+8 eff.) Mind.save +7 (+4 eff.) Rings make your fingers look great! |
wizard's copper ring of power0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +6 (+3 eff.) Mind.pwr +6 (+3 eff.) ----- def ----- Spell.save +6 (+6 eff.) Rings make your fingers look great! |
Aeriregokhad (22-33 power, 4 apr)3.0 T2 battleaxe 2H weapon [Rare] Arcane Power 22.0 - 33.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +6.0% Atk.spd 100% On Hit.r1 +10 fire While equipped: dps ---------- Crit.mult +5.00% Acc +15 (+5 eff.) On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 ---------- misc Max.stam +30.00 Massive two-handed battleaxes. |
steel battleaxe of crippling (24-36 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego+] Master Power 24.0 - 36.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% Massive two-handed battleaxes. |
truestriking dwarven-steel battleaxe (30-45 power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego+] Master Power 30.0 - 45.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: dps ---------- Res.pen +9% physical Acc +12 (+4 eff.) Apr +10 Massive two-handed battleaxes. |
truestriking steel battleaxe (24-36 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego+] Master Power 24.5 - 36.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Res.pen +10% physical Acc +14 (+5 eff.) Apr +10 Massive two-handed battleaxes. |
warbringer's steel dagger (12-16 power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Master Power 12.5 - 16.2 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +2 Con dps ---------- Phys.pwr +6 (+2 eff.) Res.pen +6% physical ----- def ----- Disarm- +12% Sharp, short and deadly. |
elm longbow 'Galinik'4.0 T1 longbow 2H weapon [Rare] Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 While equipped: dps ---------- Dmg.mod +3% acid +12% blight Res.pen +9% all Acc +9 (+3 eff.) Apr +9 ----- def ----- Resists +3% blight Longbows are used to shoot arrows at your foes. |
Mayiralaith (23-32 power, 4 apr)3.0 T3 longsword 1H weapon [Rare] Psionic Power 23.0 - 32.2 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +6 darkness +20 acid Against +13% Living On Hit.r1 +8 acid While equipped: ----- def ----- Resists +3% blight +12% cold Sharp, long, and deadly. |
steel longsword 'Rhygrim' (23-32 power, 3 apr)3.0 T2 longsword 1H weapon [Rare] Master Power 23.5 - 32.9 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Wil dps ---------- Spell.pwr +15 (+6 eff.) Dmg.mod +18% arcane ---------- misc Mana/s.crit +1.00 Max.mana +20.00 Sharp, long, and deadly. |
steel longsword 'Strikeclamor' (13-18 power, 3 apr)3.0 T2 longsword 1H weapon [Rare] Master Power 13.5 - 18.9 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Dex +3 Wil +1 Cun +5 Con dps ---------- Phys.spd +10% Acc +9 (+3 eff.) Melee Ret 4 lightning ----- def ----- Resists +3% lightning ---------- misc Light +1 Sharp, long, and deadly. |
Abyssslice (5-6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 5.5 - 6.1 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% Melee+ +4 mind On Hit.r1 +8 fire On Hit: * 20% chance to reduce all saves and defense by 19 While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Melee+ 5 mind 5 darkness Dmg.mod +3% mind +4% darkness Res.pen +15% lightning Melee Ret 2 fire ----- def ----- Resists +9% fire ---------- 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. |
Lightwalker (9-9 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Rare] Nature/Psionic 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% On Hit.r1 +4 light On Crit.r2 +12 light While equipped: Stats +2 Cun dps ---------- Mind.crit +3% Crit.mult +13.00% Mind.pwr +6 (+3 eff.) Dmg.mod +9% temporal Res.pen +5% mind Melee Ret 2 light On Hit (Melee): * 20% chance to reduce all saves and defense by 19 ---------- 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. |
wyrm's vined mindstar (5-6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego+] Nature Power 5.5 - 6.1 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 (+2 eff.) Melee+ 3 lightning 2 physical 3 cold 3 acid 2 fire ----- def ----- Resists +2% lightning +4% physical +3% fire +3% cold +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. |
hardened leather sling 'Zerigorn'4.0 T3 sling 1H weapon [Rare] Master Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: Stats +3 Dex +4 Cun +6 Con dps ---------- Phys.pwr +10 (+3 eff.) Res.pen +7% physical ----- def ----- Die.at -80.00 life Slings are used to hurl stones or metal shots at your foes. |
Chillcast the yew starstaff (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon Reqs Mag 24 [Rare] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Crit.mult +20.00% Spell.pwr +14 (+6 eff.) Dmg.mod +20% darkness +3% cold Res.pen +15% blight +10% acid ---------- misc Mana/turn +0.12 Max.mana +47.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Xerolevea the ash magestaff (15-18 power, 3 apr, arcane element)5.0 T2 staff 2H weapon Reqs Mag 16 [Rare] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +8 Mag +7 Wil +7 Cun dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) S.pwr/crit +5 Dmg.mod +3% acid +15% arcane Res.pen +10% acid Melee Ret 6 blight ----- def ----- Resists +3% acid +12% blight ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dwarven-steel steamsaw of projection (17-25 power, 0 apr)3.0 T3 steamsaw 1H weapon Reqs Steam Pool [Ego+] Psionic/Steamtech Power 17.0 - 25.5 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +43 On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Xerenor the Rainzeal (14-19 power, 3 apr)3.0 T2 waraxe 1H weapon [Random Unique] Nature/Master/Psionic Power 14.0 - 19.6 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +7 nature On Crit.r2 +8 cold On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: dps ---------- Res.pen +25% cold +6% all Acc +5 (+2 eff.) Apr +6 One-handed war axes. |
hardened leather belt 'Arthadrarek'1.0 T3 belt armor [Rare] Nature While equipped: Stats +4 Cun +3 Wil dps ---------- Melee Ret 4 arcane ----- def ----- Resists +8% lightning +8% temporal +5% arcane ---------- misc Hate/m.crit +3.00 Max.mana +20.00 A belt that goes around your waist. |
Kekath (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Str dps ---------- Crit.mult +10.00% ----- def ----- Armour +4 Fatigue +4% Resists +9% acid +3% lightning +9% nature +3% blight Spell.save +6 (+6 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
grounding rough leather cap of dexterity (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +3 Dex ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +6% temporal A cap made of leather. |
Flashking the dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Phys.crit +2.0% Crit.mult +15.00% Res.pen +10% light Acc +10 (+3 eff.) ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +3% acid +9% blight Phys.save +3 (+3 eff.) Max.HP +20.00 A suit of armour made of mail. |
Iron Mail of Bloodletting (2 def, 4 armour)14.0 T2 heavy armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +3.00 Heal.mod +30% ---------- misc Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
cured leather armour of Toknor (6 def, 4 armour)9.0 T2 light armor [Ego+] Master While equipped: dps ---------- Phys.crit +3.0% Crit.mult +10.00% Phys.pwr +6 (+2 eff.) ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% A suit of armour made of leather. |
rejuvenating cured leather armour of the deep (6 def, 5 armour)9.0 T2 light armor [Ego+] Nature While equipped: ----- def ----- Armour +5 Defense +6 (+2 eff.) Fatigue +7% Resists +6% acid +7% cold HP.reg +2.50 ---------- misc Stam/turn +0.50 Breathe water A suit of armour made of leather. |
Sepsisthorn (0 def, 10 armour, 108 block)7.0 T3 shield armor Reqs Shield usage training [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Wil dps ---------- Crit.mult +5.00% S.pwr/crit +4 Dmg.mod +18% arcane Res.pen +10% blight ----- def ----- Armour +10 Fatigue +8% ---------- misc Max.vim +20.00 Talents +1 Block Handheld deflection devices. |
high-capacity quiver of ash arrows of wind (50/50, 20-28 power, 7 apr)3.0 T2 arrow ammo [Ego] Nature/Master Power 20.5 - 28.7 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 50 Proj.spd +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 124 physical damage While equipped: ---------- misc Reload +2 Arrows are used with bows to pierce your foes to death. |
quiver of ash arrows 'Unlighthack' (23/23, 21-30 power, 7 apr)3.0 T2 arrow ammo [Rare] Arcane Power 21.5 - 30.1 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 23 Ranged+ +8 mind On Hit.r1 +12 fire +16 darkness +8 arcane On Crit.r2 +16 arcane On Hit: * 10% chance to reduce damage dealt by 16% * 20% chance to reduce all saves and defense by 19 Arrows are used with bows to pierce your foes to death. |
11 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
onyx0.0 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. |
5 aquamarine0.0 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. |
7 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. |
7 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+3 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+3 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+3 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
miner's iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen0.0 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. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
Serpentbreaker the pouch of iron shots (21/21, 15-18 power, 1 apr)3.0 T1 shot ammo [Rare] Master Power 15.0 - 18.0 Physical Uses 70% Dex, 50% Cun Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Acc +6 Apr +1 Crit +4.0% Capacity 21 On Hit.r1 +4 nature On Crit.r2 +8 nature +8 acid On Hit: * 20% chance to slow global speed by 44% * 10% chance to reduce armor by 9% Shots are used with slings to pummel your foes to death. |
pouch of steel shots of crippling (22/22, 23-27 power, 2 apr)3.0 T2 shot ammo [Ego+] Master Power 23.0 - 27.6 Physical Uses 50% Cun, 70% Dex Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Apr +2 Crit +9.5% Capacity 22 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
Freezetooth [power 110] (13 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Res.pen +10% cold Melee Ret 2 cold ----- def ----- Phys.save +6 (+4 eff.) Max.HP +20.00 Heal.mod +5% Blast the opponent's mind dealing 110 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
extending iron torque of psionic shield [power 23] (22 cooldown)2.0 T1 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 23 for 5 turns Puts all charms on 22 cooldown 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
soothing steel torque of psionic shield [power 49] (22 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 49 for 5 turns Puts all charms on 22 cooldown 100% to heal for 32. Torques are made by powerful psionics to store psionic powers. |
steel torque of mindblast [power 155] (13 cooldown)2.0 T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 155 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown Torques are made by powerful psionics to store psionic powers. |
steel torque of psionic shield [power 47] (22 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 47 for 5 turns Puts all charms on 22 cooldown Torques are made by powerful psionics to store psionic powers. |
ash totem of thorny skin [power 25] (17 cooldown)2.0 T2 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 25 and armour hardiness by 40% Puts all charms on 17 cooldown Natural totems are made by powerful wilders to store nature power. |
cleansing ash totem of summon tentacle [power 145] (22 cooldown)2.0 T2 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 319 Base Damage: 145 Armor: 0 All Resist: 6 Puts all charms on 22 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
elm totem of summon tentacle 'Neruvena' [power 100] (22 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +2 Str dps ---------- Mind.pwr +25 (+13 eff.) ----- def ----- Mind.save +6 (+4 eff.) ---------- misc Max.psi +50.00 Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 209 Base Damage: 108 Armor: 6 All Resist: 6 Puts all charms on 22 cooldown Natural totems are made by powerful wilders to store nature power. |
focusing elm totem of healing [power 122] (13 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 122 Puts all charms on 13 cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
7 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. |
cleansing ash wand of shielding [power 194] (17 cooldown)2.0 T2 wand charm [Ego+] Arcane Create a shield absorbing up to 194 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
piercing ash wand of lightning storm [power 170] (13 cooldown)2.0 T2 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 34 lightning damage and will be dazed for 1 turn (170 total damage) Puts all charms on 13 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. |
quartz0.0 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. |
9 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. |
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. |
6 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
Exterminator
Killed 1000 creatures.By dirk pitt iv the Thalore Archer level 18
3rd Haze 122nd year of Ascendancy at 04:01 see stats
Level 10
Got a character to level 10.By dirk pitt iv the Thalore Archer level 10
2nd Flare 122nd year of Ascendancy at 22:14 see stats
The Arena
Unlocked Arena mode.By dirk pitt iv the Thalore Archer level 8
10th Mirth 122nd year of Ascendancy at 07:07 see stats
Utterly Destroyed
Died on the Eidolon Plane.By dirk pitt iv the Thalore Archer level 19
8th Haze 122nd year of Ascendancy at 04:22 see stats
Log
Elven corruptor casts Drain.
Elven corruptor hits dirk pitt iv for 143 blight damage.
Talent Flare is ready to use.
Elven corruptor activates his wand!
Elven corruptor hits dirk pitt iv for 143 fire damage.
Dirk pitt iv uses Gift of the Woods.
Dirk pitt iv starts regenerating health quickly.
Dirk pitt iv uses Infusion: Wild.
Dirk pitt iv rearms.
Dirk pitt iv is cured!
Dirk pitt iv lessens the pain.
Dirk pitt iv uses Flare.
Elven corruptor loses sight!
Elven corruptor casts Soul Rot.
Elven corruptor's spell attains critical power!
Elven corruptor's Soul Rot hits dirk pitt iv for 163 blight damage.
dirk pitt iv the level 19 thalore archer was debilitated by noxious blight before falling to death by an elven corruptor on level 2 of Mark of the Spellblaze.
You have no more lives left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Elven corruptor's Soul Rot killed dirk pitt iv!
Saving game...
Talent Infusion: Regeneration is ready to use.
Ran for 2 turns (stop reason: interesting character).
Saving done.
Personal New Achievement: Utterly Destroyed!










































































































