












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Morvarc'h's Improved Escorts 1.7.4Improvements to the escort system. Adds a bunch of new types of escorts, and increases the power and number of options for existing escorts. Additionally learning new categories unlocks them by default, or can improve your mastery if you already know them. Items Vault 1.7.0Donators/Buyers bonus! Loot Expansion 1.7.4Aadd-on that expands on the available Egos and Semi-Random Artifacts available. Introduces all sorts of new Effects and Talents used with both! For example: Spellslinger - A Passive that increases Spellpower per visible enemy in a range of 2 - Rolls on Hats Nether Resonance - A Passive found on the Semi-Random Artifact 'Netheric Diadem' that increases Light resist by half of Magic stat and Nature resist by half of Willpower stat. Combust - Found on 'Pyrophage' items, if you hit a burning enemy, cause an aoe of fire damage and gain a temporary life-regen buff. Mystical Recovery - Found on shields, when blocking, 20% chance to lower the cooldown of a random spell-type talent based on item level. All That Glitters - Activated talent found on Rings, gives you a temporary buff to Spellpower based on how much money you have. This is only a small sampling of new additions among the 10 semi-random Artifacts and 100+ Egos. There are still many more of both to come and I will be posting a full breakdown of all the new components soon. At this time, many of the added Egos are Greater, so they will only appear on blue or purple items. Designed to be compatible with other addons, please report any possible collision issues. In the meantime, please check it out and post any questions, concerns, or tuning feedback. Google Doc Summary at - https://docs.google.com/spreadsheets/d/1VBu4F1tmKSRLjLqZl2Eu2lvp4wFZfdILJc-jAW5lttI/edit?usp=sharing ----Icons are edited versions from the existing game or from https://game-icons.net/--- Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Better Item Description 1.7.4This 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 Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game 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:
MaDDworlDs' Buy Skills! 1.7.4Have extra cash? Buy some new class and generic talent trees! The staff shop in Angolwen now offers most class/generic skill trees for sale! prices range from 100 gold to 5,000 gold! Shout out to AkaviriBlade for all the leg work! Thank you for downloading, hope you enjoy! (Note: you'll need to start a new save, AND this mod does not include skills/spells for the DLCs!) (any mod that overwrites this staff shop will, ofc, not work together!) 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 | Male |
Race | Dwarf |
Class | Stone Warden |
Level / Exp | 19 / 91% |
Size | big |
Lifes / Deaths | Killed by Emelata the white wolf at level 19 on the 36th Dearth 122nd year of Ascendancy at 23:03 / 1 |
Primary Stats
Strength | 41 (base 21) |
Dexterity | 20 (base 10) |
Constitution | 42 (base 22) |
Magic | 41 (base 25) |
Willpower | 44 (base 29) |
Cunning | 35 (base 19) |
Resources
Life | -86/663 |
Mana | 57/378 |
Equilibrium | 45 |
Healing Factor | 1.3339880031269 |
Regeneration | 12.339389028924 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +13% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
See Stealth | 10 |
Offense: Mainhand
Damage | 66 |
Accuracy | 39 |
Crit Chance | 12% |
APR | 0 |
Speed | 1.00 |
Offense: Offhand
Damage | 26 |
Accuracy | 39 |
Crit Chance | 12% |
APR | 0 |
Speed | 1.00 |
Offense: Spell
Spellpower | 35 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 32 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Physical | +5% |
Acid | +3% |
Light | +21% |
Nature | +3% |
Blight | +3% |
Arcane | +12% |
Fire | +3% |
All | 0% |
Offense: Damage Penetration
Light | +5% |
Physical | +15% |
Arcane | +5% |
Cold | +10% |
Nature | +10% |
Defense: Base
Armour (hardiness) | 46.521305378698 (73.607947236566%) |
Defense | 21 |
Ranged Defense | 21 |
Fatigue | 31 |
Physical Save | 37 |
Spell Save | 35 |
Mental Save | 29 |
Defense: Resistances
Acid | + 27%( 70%) |
Blight | + 26%( 70%) |
Arcane | + 13%( 70%) |
Cold | + 28%( 70%) |
All | + 8%( 70%) |
Lightning | + 41%( 70%) |
Light | + 44%( 70%) |
Temporal | + 11%( 70%) |
Darkness | + 34%( 70%) |
Fire | + 34%( 70%) |
Mind | + 16%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 23% |
Poison Resistance | 20% |
Stun Resistance | 10% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 305 damage for 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 24% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength 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 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Eldritch shield | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 2/5 |
Wild-gift / Dwarven nature | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Earthen power | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Wild-gift / Earthen vines | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Generic Talents
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Race / Dwarf | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 3/5 |
| 4/5 |
| 0/5 |
| 3/5 |
| 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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Willpower by +8. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +8. | done |
You successfully escorted the lost archer to the recall portal on level 3 of Scintillating Caves. Escort: lost archer (level 3 of Scintillating Caves)As a reward you improved Cunning by +8. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Scintillating Caves. Escort: lost warrior (level 2 of Scintillating Caves)As a reward you improved Strength by +8. | done |
You successfully escorted the unfocused psion to the recall portal on level 4 of Old Forest. Escort: unfocused psion (level 4 of Old Forest)As a reward you improved Cunning by +8. | 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. * 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 the fox, which can be used to permanently increase your dexterity and cunning by three. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed length of troll intestine. * You've found the needed bloated horror heart. Marus of Elvala needs your help making an elixir of mysticism, which can be used to permanently increase your magic and willpower by three. 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 vial of wight ectoplasm. * You've found the needed black mamba head. Agrimley the hermit needs your help making an elixir of focus, which can be used to grant you two additional class talent points. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * You've found the needed warg claw. * You've found the needed ice ant stinger. Ungrol of Last Hope needs your help making an elixir of foundations, which can be used to grant you two additional generic talent points. 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 snow giant kidney. * You've found the needed honey tree root. | 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 | ![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Str +6 Con dps ---------- Dmg.mod +5% physical Res.pen +5% light +10% cold Melee Ret 2 mind ----- def ----- Armour +4 Fatigue +3% Resists +12% cold +9% mind +6% light ---------- misc Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(101 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Con dps ---------- Phys.crit +1.0% Res.pen +15% physical ----- def ----- Armour +3 Fatigue +5% Resists +5% arcane +3% cold Crit.chn- 10.00% Die.at -20.00 life Poison- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.0 T2 hands armor [Ego+] Nature/Master While equipped: Stats +3 Con dps ---------- Melee+ 4 nature 3 fire Dmg.mod +3% nature +3% fire ----- def ----- Armour +2 Phys.save +18 (+7 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Disarm- +23% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 115.07 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +1 Wil +2 Mag dps ---------- Spell.pwr +10 (+5 eff.) Melee+ 10 light Ranged+ 13 light Dmg.mod +11% light +3% blight ----- def ----- Armour +2 Resists +3% light Stun/Frz- +10% Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- Resists +3% blight +3% fire +9% darkness +3% lightning Rings make your fingers look great! |
Around neck | ![]() 0.1 T1 amulet jewelry [Rare] Arcane While equipped: Stats +1 Str +3 Mag +2 Con dps ---------- Dmg.mod +3% acid ----- def ----- Crit.chn- 15.00% Amulets make your neck look great! |
In main hand | ![]() 7.0 T3 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 32.0 - 38.4 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +104 While equipped: ----- def ----- Armour +7 Fatigue +8% Resists +15% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Str dps ---------- Crit.mult +15.00% ----- def ----- Die.at -40.00 life Max.HP +33.00 A belt that goes around your waist. |
In off hand | ![]() 7.0 T2 shield armor Reqs Shield usage training [Ego++] Arcane/Nature When used to Attack: Power 15.0 - 18.0 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +39 Melee+ +12 lightning While equipped: Stats +2 Dex dps ---------- Melee Ret 7 lightning ----- def ----- Armour +4 Fatigue +8% Resists +6% acid +6% fire +18% lightning +7% cold ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Dex +3 Con dps ---------- Mov.spd +13% ----- def ----- Armour +8 Defense +12 (+6 eff.) Fatigue -5% Resists +15% acid +3% temporal HP.reg +9.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 14.0 T3 heavy armor Reqs Heavy armour training [Random Unique] Arcane/Nature/Master While equipped: Stats +5 Dex +5 Mag +3 Wil dps ---------- Dmg.mod +12% arcane Res.pen +5% arcane +10% nature Melee Ret 10 nature ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +16% blight +19% fire +19% darkness Spell.save +10 (+5 eff.) ---------- misc Light +1 A suit of armour made of mail. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 671% 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 Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 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 19% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 135.14 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous 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 66 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 Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 184 damage for 4 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 1.0 T1 dagger 1H weapon [Ego+] Arcane Power 9.5 - 12.3 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +7 blight On Hit: 20% Epidemic 1 On Hit: * 5% chance to reduce strength, dexterity, and constitution by 19 While equipped: ----- def ----- Disease- +11% Sharp, short and deadly. |
![]() 4.0 T2 longbow 2H weapon Reqs Shoot [Ego++] Master Acc+ +0.2% crit chance (max 25%) Apr +9 Atk.spd 100% Range +7 On Crit: * Sunder's the enemy's weapon for 5 turns. While equipped: dps ---------- Res.pen +9% all Acc +15 (+5 eff.) Apr +14 Longbows are used to shoot arrows at your foes. |
![]() 3.0 T2 mindstar 1H weapon [Ego+] Nature/Psionic Power 4.5 - 5.0 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ----- def ----- Resists +6% lightning +7% fire +10% cold ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Psionic/Voracity +0.10 Psionic/Absorption Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T3 mindstar 1H weapon [Ego+] Nature Power 7.5 - 8.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Melee+ 8 physical Dmg.mod +5% physical Res.pen +8% physical ----- def ----- Resists +7% physical ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 T2 sling 1H weapon Reqs Shoot [Ego] Arcane Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +7 lightning Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 T3 staff 2H weapon [Ego+] 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: Stats +2 Mag +2 Wil dps ---------- Spell.crit +3% Spell.pwr +13 (+6 eff.) Dmg.mod +20% cold ---------- misc Max.mana +10.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +4 Str dps ---------- Dmg.mod +3% arcane Res.pen +15% arcane Acc +5 (+2 eff.) ----- def ----- Defense +7 (+3 eff.) Resists +5% arcane Phys.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. |
![]() 2.0 T3 cloak armor [Ego] Arcane/Nature While equipped: ----- def ----- Defense +2 (+1 eff.) Spell.save +7 (+4 eff.) Mind.save +7 (+4 eff.) Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T2 cloth armor [Ego] Nature/Disrupt While equipped: dps ---------- Dmg.mod +13% lightning On Melee Ret: * 5% chance to slow global speed by 48% * 4 arcane resource burn ----- def ----- Resists +19% lightning +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: ----- def ----- Armour +3 Resists +15% acid +3% fire +3% nature HP.reg +2.00 Cut- +10% Confus- +10% Pinning- +18% Stun/Frz- +13% Knockbk- +13% Blinding Speed: (Instant) Puts all charms on 40 cooldown Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. A pair of boots made of leather. |
![]() 2.0 T3 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% darkness Res.pen +10% darkness Melee Ret 8 lightning 8 fire ----- def ----- Defense +2 (+1 eff.) Resists +6% lightning +6% fire +6% darkness ---------- misc Talents +1 Citadel Citadel: Passive - Increases Resistance to all damage by 7.87% per each enemy you can see in a radius of 2, to a maximum of 30%. The increase is based on the average of your Strength, Cunning, and Constitution stats. A pointy cloth hat, very wizardly... |
![]() 17.0 T2 massive armor Reqs Massive armour training [Normal] While equipped: ----- def ----- Armour +9 Fatigue +22% A suit of armour made of metal plates. |
![]() 17.0 T4 massive armor Reqs Massive armour training Str 48 [Random Unique] Arcane/Psionic While equipped: Stats +5 Mag +6 Con dps ---------- S.pwr/crit +4 Dmg.mod +6% blight ----- def ----- Armour +13 Fatigue +22% Resists +13% light +14% darkness +7% mind Spell.save +10 (+5 eff.) Mind.save +27 (+13 eff.) ---------- misc Mana/s.crit +1.00 A suit of armour made of metal plates. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Rare] Disrupt When used to Attack: Power 31.0 - 37.2 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +77 Melee+ +12 light While equipped: dps ---------- Dmg.mod +9% lightning ----- def ----- Armour +6 Fatigue +8% Resists +6% lightning +6% fire +13% arcane +9% temporal ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T1 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 9.5 - 11.4 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +40 While equipped: ----- def ----- Armour +3 Fatigue +8% Resists +16% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 15.5 - 18.6 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +66 While equipped: ----- def ----- Armour +6 Fatigue +8% Resists +17% fire ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 1.0 T3 lite [Rare] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +15% nature ----- def ----- Armour +2 Resists +7% blight Crit.chn- 15.00% HP.reg +5.00 Confus- +20% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T2 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 30 and armour hardiness by 40% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 598 Base Damage: 269 Armor: 12 All Resist: 5 Puts all charms on 25 cooldown 100% to increase all damage penetration by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By PebCak the Dwarf Stone Warden level 19
35th Dearth 122nd year of Ascendancy at 02:30 see stats
By PebCak the Dwarf Stone Warden level 10
15th Profit 122nd year of Ascendancy at 20:50 see stats
By PebCak the Dwarf Stone Warden level 6
18th Voratun 122nd year of Ascendancy at 20:01 see stats
By PebCak the Dwarf Stone Warden level 9
13rd Profit 122nd year of Ascendancy at 19:37 see stats
By PebCak the Dwarf Stone Warden level 12
20th Profit 122nd year of Ascendancy at 07:27 see stats
By PebCak the Dwarf Stone Warden level 17
28th Dearth 122nd year of Ascendancy at 08:41 see stats
Log
PebCak is not dazed anymore.
Emelata the white wolf is seized by a stone vine.
Bleeding from Emelata the white wolf hits PebCak for 13 physical damage.
Melee retaliation hits PebCak for 19 arcane, 11 cold, 19 arcane, 11 cold (61 total damage).
PebCak hits Emelata the white wolf for 9 physical, 0 fire, 0 light, 0 nature, 0 light, 0 arcane, 12 physical, 0 lightning, 0 fire, 0 light, 0 nature, 0 light, 0 arcane (22 total damage).
Emelata the white wolf uses Continuous Butchery.
Emelata the white wolf uses Block.
Stone Vine from PebCak hits Emelata the white wolf for 0 nature, 3 arcane (3 total damage).
Emelata the white wolf howls
Bleeding from Emelata the white wolf hits PebCak for 13 physical damage.
Melee retaliation hits PebCak for (18 flat reduction), 2 arcane, (11 flat reduction), 0 cold, (18 flat reduction), 2 arcane, (11 flat reduction), 0 cold (3 total damage).
Stone Vine from PebCak hits Emelata the white wolf for 10 nature, 12 arcane (22 total damage).
PebCak hits Emelata the white wolf for (26 blocked), 0 physical, 0 fire, 1 light, 0 nature, 9 light, 11 arcane, (17 blocked), 0 physical, 1 lightning, 0 fire, 1 light, 0 nature, 9 light, 11 arcane (44 total damage).
Emelata the white wolf uses To The Arms.
PebCak counter attacks Emelata the white wolf with his shield shards!
PebCak is suffering and fails to concentrate on dealing damage.
PebCak hits Emelata the white wolf for 4 nature, 0 fire, 5 light, 0 nature, 13 light, 15 arcane, 0 nature, 5 lightning, 0 fire, 5 light, 0 nature, 13 light, 15 arcane (76 total damage).
Melee retaliation hits Emelata the white wolf for 0 lightning, 2 mind, 2 arcane, 0 nature (4 total damage).
Melee retaliation hits PebCak for (18 flat reduction), 2 arcane, (11 flat reduction), 0 cold, (18 flat reduction), 2 arcane, (11 flat reduction), 0 cold (3 total damage).
Emelata the white wolf hits PebCak for 246 physical damage.
Bleeding from Emelata the white wolf hits PebCak for 41 physical damage.
Stone Vine from PebCak hits Emelata the white wolf for 4 nature, 5 arcane (9 total damage).
Emelata the white wolf uses Knockback.
Emelata the white wolf performs a melee critical strike against PebCak!
PebCak shrugs off Emelata the white wolf's 'Deep Wound'!
Melee retaliation hits Emelata the white wolf for 0 lightning, 1 mind, 0 arcane, 0 nature, 0 lightning, 1 mind, 0 arcane, 0 nature (2 total damage).
Emelata the white wolf hits PebCak for 148 physical, 68 physical (216 total damage).
PebCak the level 19 dwarf stone warden was impaled to death by Emelata the white wolf on level 4 of Old Forest.