












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Light From Below 1.7.4Below Eyal, something is calling. Deep in the tunnels, past the dwarven fortress of Iron Gate, you have stumbled upon a Light... This addon adds a new campaign set in the depths below the Iron Throne, during an unknown time period. 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:
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:
Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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 Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 | Light |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Mindslayer |
| Level / Exp | 50 / 397% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 118 (base 11) |
| Dexterity | 129 (base 60) |
| Constitution | 76 (base 13) |
| Magic | 35 (base 10) |
| Willpower | 125 (base 60) |
| Cunning | 110 (base 60) |
Resources
| Life | 1966/1966 |
| Psi | 140/140 |
| Steam | 100/100 |
| Healing Factor | 2.443915632753 |
| Regeneration | 79.060670719558 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | +56.25678392752% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 13 |
| Infravision | 5 |
| See Stealth | 46.586385001155 |
| See Invisible | 46.586385001155 |
Offense: Mainhand
| Damage | 182 |
| Accuracy | 81 |
| Crit Chance | 86% |
| APR | 72 |
| Speed | 0.91 |
Offense: Offhand
| Damage | 49 |
| Accuracy | 81 |
| Crit Chance | 89% |
| APR | 65 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 13.5 |
| Crit Chance | 39% |
| Speed | 1 |
Offense: Mind
| Mindpower | 73 |
| Crit Chance | 46% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +11% |
| Light | +60% |
| Nature | +33% |
| Arcane | +29% |
| Mind | +14% |
| All | +8% |
Offense: Damage Penetration
| Mind | +35% |
| Nature | +50% |
| Blight | +35% |
| Physical | +80% |
| Cold | +40% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 30 (35.65183292883%) |
| Defense | 105 |
| Ranged Defense | 105 |
| Fatigue | 0 |
| Physical Save | 64 |
| Spell Save | 65 |
| Mental Save | 60 |
Defense: Resistances
| Acid | + 41%( 70%) |
| Light | + 95%(100%) |
| Temporal | + 28%( 70%) |
| Physical | + 21%( 70%) |
| Lightning | + 61%( 70%) |
| All | + 16%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Poison Resistance | 0% |
| Blind Resistance | 21% |
| Disarm Resistance | 32% |
| Bleed Resistance | 21% |
| Teleport Resistance | 100% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 15% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 698 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 37% for 4 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: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 290 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 868% 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. |
Class Talents
| Psionic / Absorption | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 4/5 |
| Psionic / Kinetic mastery | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Psionic / Projection | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Psionic / Augmented striking | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Psionic / Voracity | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Focus | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Psionic / Psi-fighting | 1.30 |
| 3/5 |
| 5/5 |
| 3/5 |
| 3/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| Steamtech / Physics | 1.28 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Augmented mobility | 1.70 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.00 |
| 1/5 |
| 3/5 |
| 2/5 |
| 2/5 |
| Psionic / Finer energy manipulations | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Augmentation |
| talent | Kinetic Aura |
| talent | Skate |
| talent | Charged Shield |
| talent | Deflect Projectiles |
| talent | Kinetic Shield |
| talent | Beyond the Flesh |
Quests
You have become whole. Now it is time to fulfill your wishes. FreedomNo longer will you be caged underground, by those who would condemn or kill you on sight. You will be free, and it will be g l o r i o u s. * With the network of runestones warding the Iron Gate sabotaged, you are confident you can succeed in your attempt to breach the fortress. * But beware: the magic that still lingers will make using your Rod of Recall impossible, and the dwarves will undoubtedly close off any escape routes. * This is it: freedom or death. Gather your strength, and fight your way past the High Guardian. To the surface, and towards freedom. * You have shattered the Iron Gate, fought past its High Guardian and obtained your freedom. | done |
You have entered... somewhere. It is always, and never. This place has existed for countless millennia, all in the span of a single breath. Places of Power: EternityDeep within, you can feel eternity gazing upon you. It finds you wanting. *You have taken the power that lingered in this place. | active |
You have entered a cleft in the side of a mountain, exposing a strange crystalline growth. Places of Power: The GeodeDeep within, you can sense something moving - seemingly aware of you. *You have taken the power that lingered in this place, gaining the Cunning/Scoundrel tree, unlocked. | done |
This strange, overgrown ruin is home to both plants and oozes - and the line between these two is very blurry in this place. Something is melding the two together - and you could certainly use that force for your own ends.. Places of Power: The Overgrowth*You have taken the power that lingered in this place, gaining improvements to the Psionic/Agumented Mobility tree. | done |
You have entered a pit crawling with vermin. The sheer amount of living things here is staggering, and you suspect there may be something here that you could use for your own gain. Places of Power: The Pit*You have taken the power that lingered in this place, gaining fragments of the Technique/Conditioning tree, but mostly other power. | done |
You have encountered a strange orb on a pedestal deep underground. Merely being close to it made your mind, your very self, expand. Become more. The Call* You have accepted the Light into yourself and been forever changed. * You are whole. You are complete. Now take your last steps towards freedom. | done |
Equipment
| Psionic focus | enhanced voratun greatmaul of enduring (189% power, 4 apr)5.0 T5 greatmaul 1H weapon [Ego++] Nature Power 190% Range: 1.5x Uses 129% Wil Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% While equipped: Stats +16 Str +13 Dex +17 Mag +33 Wil +9 Cun +40 Con ----- def ----- Max.HP +136.00 Massive two-handed mauls. |
| On hands | Spellhunt Remnants (hotfooted) (21 def, 8 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +15% Mind.pwr +12 (+3 eff.) Mov.spd +20% Dmg.mod +25% nature Res.pen +25% nature ----- def ----- Armour +8 Defense +21 (+4 eff.) Spell.save +15 (+3 eff.) Max.HP +100.00 Pinning- +50% ---------- misc Light +1 Unarmed combat: Power 156% Range: 1.4x Uses 43% Wil, 83% Cun Dmg Physical Apr +18 Crit +12.0% Atk.spd 83% Melee+ +20 silence On Hit: 15% Mana Clash 3 On Hit: 15% Antimagic Zone 3 On Hit: * 50 arcane resource burn Can't be worn by those with arcane powers. Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 223.17 arcane damage and stunned). Uses 85 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
| Light source | The Beacon of the Sun The Beacon of the Sun0.0 unknown lite [Unique] Unknown While equipped: Stats +15 Str dps ---------- Phys.crit +8.0% Phys.pwr +15 (+3 eff.) Melee+ 25 Lite Light Burst (radius 1) Dmg.mod +15% light +8% all ----- def ----- Resists +50% light +10% all Res.Cap +30% light Affinity +20% light Phys.save +32 (+8 eff.) Spell.save +16 (+4 eff.) Mind.save +16 (+4 eff.) Max.HP +160.00 Heal.mod +40% Pinning- +100% ---------- misc Light +10 Unbreakable. Immovable. It is a bastion of solidity, an unshakeable foundation in a world that changes all too often. |
| On head | werebeast's drakeskin leather cap of precognition (11 def, 5 armour)2.0 T5 head armor [Ego++] Nature While equipped: Stats +8 Str +5 Dex +17 Cun +7 Con dps ---------- Acc +9 (+2 eff.) On Melee Ret: * 16% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +11 (+2 eff.) Fatigue +5% A cap made of leather. |
| On feet | Wanderer's Rest (dulled) (4 def, 0 armour) 0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% On Hit (Melee): * 12% chance to reduce damage dealt by 32% ----- def ----- Defense +4 (+1 eff.) Fatigue -10% Resists +20% light +5% physical Phys.save +15 (+4 eff.) Spell.save +23 (+5 eff.) Pinning- +125% Knockbk- +25% Teleport- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 5.1 Pwr.cost 17 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
| Tool | dwarven-steel pickaxe 'Ulyrek' (dig speed 23 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +2 Wil dps ---------- Crit.mult +20.00% Mind.pwr +10 (+2 eff.) S.pwr/crit +10 Dmg.mod +3% acid Res.pen +10% blight ---------- misc Hate/m.crit +2.00 Max.hate +4.00 Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Gilirorim the stralite ring (living)0.1 T4 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +8 Cun +4 Con dps ---------- Phys.pwr +10 (+2 eff.) Melee+ 17 physical Ranged+ 9 physical On Hit (Melee): * 12% chance to reduce all saves and defense by 40 On Hit (Ranged): * 16% chance to reduce all saves and defense by 40 ----- def ----- Resists +1% physical Phys.save +9 (+2 eff.) Spell.save +13 (+3 eff.) Die.at -60.00 life Max.HP +32.00 HP.reg +9.00 Heal.mod +30% Disarm- +32% Pinning- +33% Knockbk- +30% ---------- misc Stam/turn +1.00 Hate/m.crit +2.00 Max.stam +22.00 Max.hate +8.00 Bleeding Edge: Puts all charms on 17 cooldown Level 4.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
| On fingers | Zanodohor the voratun ring0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +10 Str +4 Mag +5 Con dps ---------- Crit.mult +15.00% Phys.pwr +13 (+3 eff.) S.pwr/crit +2 Dmg.mod +6% mind Melee Ret 2 arcane ----- def ----- Phys.save +15 (+4 eff.) Spell.save +17 (+4 eff.) Mind.save +18 (+5 eff.) Max.HP +88.00 HP.reg +16.00 Heal.mod +20% ---------- misc Mana/turn +0.08 Max.mana +20.00 Rings make your fingers look great! |
| Around neck | gold amulet 'Shiverdredge'0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +2 Wil +4 Cun +4 Con dps ---------- Phys.crit +6.0% Crit.mult +15.00% Dmg.mod +21% arcane Res.pen +15% cold +25% physical Acc +10 (+2 eff.) ---------- misc Infravis +3 Masteries +0.28 Steamtech/Physics Amulets make your neck look great! |
| In main hand | Razorblade, the Cursed Waraxe (160% power, 16 apr)3.0 T5 waraxe 1H weapon [Unique] Psionic Power 161% Range: 1.4x Uses 108% Wil Dmg Phys.bleed Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +16 Crit +7.0% Atk.spd 100% While equipped: Stats +4 Str +4 Dex dps ---------- Res.pen +30% physical Acc +40 (+8 eff.) Apr +30 This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
| Around waist | Ragudig the drakeskin leather belt 1.0 T5 belt armor [Rare] Nature While equipped: ----- def ----- Defense +40 (+7 eff.) Resists +12% lightning +14% temporal +30% acid Proj.slow +25% Die.at -82.75 life Blind- +21% Cut- +21% Stun/Frz- +21% Teleport- +21% A belt that goes around your waist. |
| In off hand | Iseminn the voratun dagger (sun-flared) (158% power, 9 apr)1.0 T5 dagger 1H weapon [Random Unique] Master Power 158% Range: 1.3x Uses 54% Wil, 54% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit: 10% Sun Flare 3 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +7 Dex +1 Wil +2 Cun dps ---------- Phys.crit +30.0% Crit.mult +29.00% Mind.pwr +20 (+5 eff.) Phys.spd +10% Dmg.mod +16% light Res.pen +10% mind Acc +25 (+5 eff.) Apr +15 ----- def ----- Mind.save +6 (+2 eff.) ---------- misc Max.hate +8.00 Sharp, short and deadly. |
| Cloak | Morningwire (3 def, 0 armour) 2.0 T5 cloak armor [Rare] Arcane While equipped: Stats +4 Str +6 Mag +14 Wil dps ---------- Spell.crit +8% Dmg.mod +21% light On Hit (Melee): * 25% chance to reduce damage dealt by 32% ----- def ----- Defense +3 (+1 eff.) Resists +42% lightning +24% light Crit.chn- 18.61% Stun/Frz- +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | troll-hide drakeskin leather armour of Toknor (20 def, 8 armour)9.0 T5 light armor [Ego++] Nature/Master While equipped: dps ---------- Phys.crit +5.0% Crit.mult +14.00% Phys.pwr +7 (+2 eff.) ----- def ----- Armour +8 Defense +20 (+4 eff.) Fatigue +8% Max.HP +47.00 HP.reg +7.10 Heal.mod +14% A suit of armour made of leather. |
Inventory
healing infusion of the psychic (heal 313; 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 instantly heal yourself for 313 then cleanse 1 wound, poison, and disease effect. 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. |
healing infusion of the sneak (heal 261; cd 15)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 instantly heal yourself for 261 then cleanse 1 wound, poison, and disease effect. 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 547; 15 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 547 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. |
shatter afflictions rune of the psychic (absorb 149; cd 13)0.1 rune scroll [Ego] Arcane 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 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 149 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 Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the sneak (absorb 130; cd 13)0.1 rune scroll [Ego] Arcane 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 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 130 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 Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 523; dur 5; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 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 523 damage for 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Glaciertickler0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +5 Dex +5 Cun +5 Con dps ---------- Mov.spd +10% Dmg.mod +6% lightning Res.pen +5% lightning Melee Ret 8 light ----- def ----- Fatigue -6% Resists +3% light +12% cold HP.reg +2.00 ---------- misc Stam/turn +0.60 Amulets make your neck look great! |
archmage's stralite amulet of soulsearing0.1 T4 amulet jewelry [Ego++] Arcane While equipped: Stats +3 Mag dps ---------- Spell.crit +4% Crit.mult +14.00% Spell.pwr +13 (+4 eff.) Dmg.mod +7% acid +6% blight +13% fire +5% lightning +5% cold Amulets make your neck look great! |
grounding gold amulet of strength (+3)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +14% lightning Stun/Frz- +35% Amulets make your neck look great! |
Belylle the Shockbrand0.1 T3 ring jewelry [Rare] Arcane While equipped: Stats +4 Dex +3 Mag dps ---------- Melee+ 25 light Ranged+ 25 light Dmg.mod +13% light +15% lightning Res.pen +15% lightning +20% physical ---------- misc Stam/turn +3.00 Rings make your fingers look great! |
Inertial Twine0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+3 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Silonn0.1 T5 ring jewelry [Rare] Master While equipped: Stats +9 Dex +5 Mag +5 Cun +5 Con dps ---------- Acc +18 (+3 eff.) ----- def ----- Resists +9% lightning +18% light Crit.chn- 17.56% Phys.save +9 (+2 eff.) ---------- misc Max.mana +117.05 Rings make your fingers look great! |
Woepain0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +5 Mag dps ---------- Phys.crit +4.0% Dmg.mod +18% darkness Acc +5 (+1 eff.) Apr +4 ----- def ----- Spell.save +10 (+2 eff.) ---------- misc Light +2 Rings make your fingers look great! |
psionicist's steel ring0.1 T2 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+2 eff.) Rings make your fingers look great! |
rogue's copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+1 eff.) HP.reg +2.00 Stun/Frz- +24% Rings make your fingers look great! |
enhanced stralite dagger of amnesia (151% power, 9 apr)1.0 T4 dagger 1H weapon [Ego++] Nature/Psionic Power 151% Range: 1.3x Uses 54% Wil, 54% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) While equipped: Stats +7 Str +6 Dex +5 Mag +9 Wil +7 Cun +3 Con Sharp, short and deadly. |
stralite dagger 'Snowwinnow' (150% power, 9 apr)1.0 T4 dagger 1H weapon [Random Unique] Arcane/Master/Psionic Power 151% Range: 1.3x Uses 54% Wil, 54% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +13 darkness +16 cold Against +9% Living On Hit: 20% Curse of Defenselessness 4 While equipped: dps ---------- Res.pen +9% physical Acc +17 (+3 eff.) Apr +11 ----- def ----- Mind.save +9 (+2 eff.) ---------- misc Psi/ret +0.08 Sharp, short and deadly. |
truestriking voratun dagger of ruin (162% power, 9 apr)1.0 T5 dagger 1H weapon [Ego++] Master Power 162% Range: 1.3x Uses 54% Wil, 54% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +15.0% Crit.mult +23.00% Res.pen +9% physical Acc +13 (+2 eff.) Apr +22 Sharp, short and deadly. |
voratun dagger 'Issodufast' (161% power, 9 apr)1.0 T5 dagger 1H weapon [Random Unique] Nature/Master/Psionic Power 161% Range: 1.3x Uses 54% Wil, 54% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +8 temporal On Hit: * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) While equipped: Stats +10 Str +11 Dex +13 Mag +13 Wil +13 Cun +12 Con dps ---------- Acc +14 (+3 eff.) ----- def ----- Defense +13 (+3 eff.) Resists +12% darkness +6% lightning Spell.save +6 (+1 eff.) Silence- +24% Disarm- +47% Def/telep +10 Res/telep +10% Dur/telep +10% Sharp, short and deadly. |
Dream Malleus (179% power, 5 apr)5.0 T4 greatmaul 2H weapon [Unique] Arcane/Master/Psionic Power 179% Range: 1.5x Uses 145% Wil Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Atk.spd 100% Melee+ +7 blight +20 mind On Hit: * 10% chance to reduce strength, dexterity, and constitution by 8 * 26% chance to reduce all saves and defense by 40 * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +3 Cun +2 Wil dps ---------- Mind.crit +5% Mind.pwr +15 (+4 eff.) Dmg.mod +10% mind +40% physical ---------- misc Psi/turn +0.10 Talents +3 Dream Smith's Hammer +3 Hammer Toss Cooldown Hammer Toss -2 A large shimmering maul that seems to produce a ringing in your ears. It is both as malleable as thought and as hard as the strongest steel. |
Woefurnace (sludge-dripping) (191% power, 3 apr)5.0 T4 greatmaul 2H weapon [Random Unique] Nature/Master Power 191% Range: 1.5x Uses 129% Wil Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% On Crit.r2 +24 lightning +30 cold +8 darkness On Hit: 20% Slime Spit 2 On Hit: * 17% chance to slow global speed by 69% While equipped: Stats +4 Mag +13 Wil +13 Con dps ---------- Mov.spd +56% Res.pen +17% lightning +17% cold ----- def ----- Max.HP +68.00 ---------- misc Infravis +3 Massive two-handed mauls. |
Tulethad the voratun greatsword (188% power, 4 apr)3.0 T5 greatsword 2H weapon [Random Unique] Master/Psionic Power 188% Range: 1.6x Uses 129% Wil Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +20 darkness Against +23% Living On Hit.r1 +16 physical On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +34.0% Crit.mult +30.00% Apr +16 ----- def ----- Die.at -80.00 life Massive two-handed swords. |
voratun longsword 'Veluda' (grasping) (167% power, 6 apr)3.0 T5 longsword 1H weapon [Random Unique] Arcane/Master Power 168% Range: 1.4x Uses 108% Wil, 20% Cun Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +20 fire On Hit: 10% Dark Tendrils 1 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +1 Str dps ---------- Phys.crit +12.0% ----- def ----- Die.at -60.00 life Max.HP +20.00 Poison- +10% Cut- +20% Def/telep +10 Res/telep +10% Dur/telep +10% Sharp, long, and deadly. |
Thunderfall (173% power, 6 apr)3.0 T5 mace 1H weapon [Unique] Psionic Power 173% Range: 1.4x Uses 108% Wil Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Hit.r1 +50 lightning +50 physical On Crit.r2 +100 lightning +100 physical Perform a melee strike against a target at up to range 10 for an automatic critical hit as lightning damage. Uses 51 power out of 60/60 Tremendous power is concentrated in this heavy mace. Just dropping it can knock down nearby walls. |
Islunn (105% power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Random Unique] Nature/Psionic Power 106% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% On Crit.r2 +12 temporal While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +6% blight +5% physical +13% mind +13% darkness Res.pen +10% temporal +5% physical +9% mind +9% darkness ----- def ----- Resists +8% physical Phys.save +5 (+1 eff.) Spell.save +5 (+1 eff.) Mind.save +4 (+1 eff.) ---------- misc Equi/ret +1.20 Max.hate +2.00 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. |
living mindstar 'Eilineda' (sun-flared) (113% power, 43 apr, nature damage)3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic Power 113% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +43 Crit +15.0% Atk.spd 100% On Hit: 10% Sun Flare 3 On Hit: * 20% chance to slow global speed by 69% * 12% chance to reduce armor by 18% While equipped: dps ---------- Mind.crit +5% Phys.pwr +15 (+3 eff.) Mind.pwr +10 (+2 eff.) Dmg.mod +15% acid +14% physical +16% light +12% fire +15% cold Res.pen +7% acid +10% fire +10% cold +10% physical ----- def ----- Resists +31% mind Mind.save +7 (+2 eff.) Heal/summ +45 ---------- misc Psi/turn +1.10 Max.stam +30.30 Max.psi +50.00 Max.summ +3 Talents +1 Attune Mindstar Divide the mindstar in two Puts all charms on 1 cooldown 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. |
Khelemalach the Cindertouch (177% power, 6 apr)3.0 T5 waraxe 1H weapon [Random Unique] Master/Psionic Power 178% Range: 1.4x Uses 108% Wil Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +20 darkness +4 mind Against +18% Living While equipped: dps ---------- Crit.mult +10.00% Mind.pwr +10 (+2 eff.) Res.pen +15% physical Acc +24 (+5 eff.) Apr +15 ----- def ----- Resists +12% acid +15% fire +3% darkness ---------- misc Psi/ret +0.16 One-handed war axes. |
Liselaith (molten) (161% power, 6 apr)3.0 T5 waraxe 1H weapon [Random Unique] Nature/Disrupt/Master Power 162% Range: 1.4x Uses 108% Wil Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +49 fire burn On Crit.r2 +36 lightning +29 cold On Hit: * 19% chance to slow global speed by 69% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +1 Dex dps ---------- Phys.crit +16.0% Mov.spd +50% Res.pen +24% lightning +25% cold Apr +2 ----- def ----- Resists +20% fire Mind.save +6 (+2 eff.) Cut- +20% One-handed war axes. |
Thunderbearer the voratun waraxe (180% power, 6 apr)3.0 T5 waraxe 1H weapon [Random Unique] Arcane/Master/Psionic Power 180% Range: 1.4x Uses 108% Wil Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +16 temporal +18 darkness Against +15% Living On Hit.r1 +20 fire On Hit: * 21% chance to gain 10% of a turn (3/turn limit) While equipped: dps ---------- Res.pen +5% temporal Melee Ret 10 lightning ---------- misc Light +3 One-handed war axes. |
Scorpion's Tail (sludge-dripping) (148% power, 8 apr)3.0 T3 whip 1H weapon [Unique] Nature Power 149% Range: 1.1x Uses 108% Cun Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +8 Crit +5.0% Atk.spd 125% Melee+ +22 poison +22 bleed On Hit: 30% Disarm 3 On Hit: 20% Slime Spit 2 On Hit: * 17% chance to slow global speed by 69% While equipped: dps ---------- Acc +10 (+2 eff.) ---------- misc See.Stealth +9 See.Invis +9 A long whip of linked metal joints finished with a viciously sharp barb leaking terrible venom. |
Camymaldir the Flashfiend1.0 T5 belt armor [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Str +6 Dex +3 Mag +11 Wil +9 Cun dps ---------- Phys.pwr +11 (+2 eff.) Dmg.mod +12% light Res.pen +10% light ----- def ----- Resists +9% darkness Phys.save +19 (+5 eff.) Spell.save +23 (+5 eff.) Mind.save +35 (+9 eff.) Max.HP +86.00 ---------- misc Infravis +2 See.Invis +9 Size +1 A belt that goes around your waist. |
Haredas the drakeskin leather belt1.0 T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +16 Mag +8 Wil dps ---------- Spell.crit +5% Crit.mult +20.00% S.pwr/crit +8 ----- def ----- Resists +10% fire +12% cold Spell.save +6 (+1 eff.) ---------- misc Mana/turn +0.55 Max.mana +49.00 A belt that goes around your waist. |
Obsidianhash (living)1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +4 Str +8 Con dps ---------- Phys.pwr +10 (+2 eff.) Mind.pwr +9 (+2 eff.) Dmg.mod +12% darkness Res.pen +5% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 32% ----- def ----- Resists +14% fire +11% cold Phys.save +10 (+3 eff.) Mind.save +11 (+3 eff.) HP.reg +9.00 Heal.mod +30% ---------- misc Size +1 A belt that goes around your waist. |
Xanuserin (sludge-imbued)1.0 T3 belt armor [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Str +3 Wil +5 Con dps ---------- Phys.crit +5.0% Crit.mult +6.00% Phys.pwr +10 (+2 eff.) Dmg.mod +10% acid +12% physical +10% nature Acc +5 (+1 eff.) On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +20% nature +20% acid Phys.save +7 (+2 eff.) Mind.save +5 (+1 eff.) Max.HP +49.00 ---------- misc Size +1 A belt that goes around your waist. |
noble's hardened leather belt of magery1.0 T3 belt armor [Ego++] Arcane/Master While equipped: Stats +5 Mag +10 Wil +4 Cun dps ---------- Spell.crit +4% Against +26% Summoned ----- def ----- D.Red.from +17% Summoned A belt that goes around your waist. |
Ce'Nunn (7 def, 0 armour)2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +3 Str +2 Con dps ---------- Phys.crit +3.0% Dmg.mod +6% arcane Res.pen +10% physical ----- def ----- Defense +7 (+2 eff.) Resists +15% light +12% blight +14% fire +10% nature Phys.save +6 (+2 eff.) Stealth +5 Die.at -20.00 life HP.reg +5.00 Heal.mod +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Magmafiend (17 def, 0 armour)2.0 T5 cloak armor [Rare] Master While equipped: Stats +3 Wil dps ---------- Mind.pwr +15 (+4 eff.) Dmg.mod +6% mind +21% temporal Melee Ret 10 fire ----- def ----- Defense +17 (+3 eff.) Resists +31% fire Phys.save +15 (+4 eff.) Mind.save +6 (+2 eff.) ---------- misc Equi/ret +0.08 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Evermoss Robe (12 def, 0 armour)2.0 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+3 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+2 eff.) Resists +25% nature +13% all Phys.save +15 (+4 eff.) HP.reg +0.20 Heal.mod +15% ---------- misc Masteries +0.30 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+2 eff.) Resists +30% nature +11% all Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Eilinibeth the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +5 Dex +6 Mag +2 Cun +8 Lck ----- def ----- Armour +3 Resists +6% nature Stealth +10 Poison- +20% ---------- misc Infravis +2 A pair of boots made of leather. |
wanderer's pair of drakeskin leather boots of speed (0 def, 5 armour)2.0 T5 feet armor [Ego+] Arcane/Master While equipped: Stats +5 Cun +5 Con dps ---------- Mov.spd +25% ----- def ----- Armour +5 Phys.save +23 (+6 eff.) Mind.save +25 (+6 eff.) A pair of boots made of leather. |
Fists of the Desert Scorpion (8 def, 4 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Master/Psionic While equipped: Stats +3 Str +3 Wil +3 Cun dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +8% physical ----- def ----- Armour +4 Defense +8 (+2 eff.) Disarm- +40% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 145% Range: 1.4x Uses 43% Wil, 83% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 87% On Hit: 20% Poisonous Bite 3 On Hit: 10% Quick as Thought 3 On Hit: 5% Implode 1 Mindhook: Level 6.8 Pwr.cost 14 out of 24/24. Range 7 Travel.spd instantaneous Is a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 7 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Gloves of the Firm Hand (sludge-imbued) (0 def, 8 armour)1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con dps ---------- Dmg.mod +10% nature +10% acid ----- def ----- Armour +8 Resists +20% nature +20% acid Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Unarmed combat: Power 137% Range: 1.1x Uses 43% Wil, 83% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +7.0% Atk.spd 100% On Hit: 20% Clinch 3 On Hit: 10% Maim 3 On Hit: 10% Take Down 3 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Blindonslaught the elven-silk wizard hat (of the bursting pustule) (3 def, 0 armour)2.0 T5 head armor [Rare] Master While equipped: Stats +2 Dex +9 Wil dps ---------- Dmg.mod +18% light +21% physical Apr +7 Melee Ret 25 phys.bleed On Melee Ret: * 27% chance to reduce strength, dexterity, and constitution by 8 ----- def ----- Defense +3 (+1 eff.) Resists +6% physical Phys.save +15 (+4 eff.) Cut- -100% ---------- misc Light +3 A pointy cloth hat, very wizardly... |
Hailtorrent (3 def, 0 armour)2.0 T5 head armor [Random Unique] Nature/Psionic While equipped: Stats +14 Cun +16 Wil dps ---------- Mind.pwr +12 (+3 eff.) Dmg.mod +20% cold Res.pen +10% mind On Hit (Melee): * 25% chance to slow global speed by 69% ----- def ----- Defense +3 (+1 eff.) Resists +36% cold +9% nature +6% temporal A pointy cloth hat, very wizardly... |
Lelanarikan (3 def, 0 armour)2.0 T5 head armor [Rare] Nature While equipped: Stats +3 Str +6 Dex +17 Mag +6 Con dps ---------- Crit.mult +15.00% Spell.pwr +20 (+5 eff.) Dmg.mod +20% physical Res.pen +20% mind ----- def ----- Defense +3 (+1 eff.) Resists +20% physical A pointy cloth hat, very wizardly... |
Steel Helm of Garkul (living) (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+3 eff.) Spell.save +12 (+3 eff.) Mind.save +12 (+3 eff.) HP.reg +9.00 Heal.mod +30% ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
The Floodgate of Thought (0 def, 0 armour)2.0 T3 head armor [Unique] Nature/Unknown While equipped: Stats +16 Cun This hat is affected by the Psiblades sustain (needs to be equipped while the sustain is activated). This 'hat' is coated in carefully arranged pieces of mindstars, almost as if someone smashed several of the foci and used their bits to assemble a mosaic. It seems to enhance your mental capabilities, although some of its power is only accessible with proper training. |
drakeskin leather cap 'Balunariblek' (living) (10 def, 5 armour)2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +12 Str +1 Dex +12 Cun +2 Con dps ---------- Acc +12 (+2 eff.) On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) On Melee Ret: * 18% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +10 (+2 eff.) Fatigue +5% Resists +12% lightning +15% temporal HP.reg +9.00 Heal.mod +30% A cap made of leather. |
voratun helm of trickery (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +5 Cun +3 Dex dps ---------- Apr +8 ----- def ----- Armour +5 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rejuvenating drakeskin leather armour of alacrity (20 def, 8 armour)9.0 T5 light armor [Ego+] Nature/Master While equipped: dps ---------- Phys.spd +15% Spell.spd +15% Mind.spd +15% ----- def ----- Armour +8 Defense +20 (+4 eff.) Fatigue +8% HP.reg +7.70 ---------- misc Stam/turn +2.10 A suit of armour made of leather. |
enlightening voratun plate armour (0 def, 16 armour)17.0 T5 massive armor Reqs Massive armour training [Ego+] Psionic While equipped: Stats +7 Cun +9 Wil ----- def ----- Armour +16 Fatigue +22% Mind.save +23 (+6 eff.) A suit of armour made of metal plates. |
voratun shield of cold resistance (+28%) (0 def, 10 armour, 199 block)7.0 T5 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 +10 Fatigue +8% Resists +28% cold ---------- misc Talents +1 Block Handheld deflection devices. |
windwalling stralite shield of the stars (0 def, 8 armour, 136.5 block)7.0 T4 shield armor Reqs Shield usage training [Ego++] Arcane/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +9 Mag +5 Wil +9 Cun dps ---------- Dmg.mod +18% light +18% darkness ----- def ----- Armour +8 Fatigue +8% Resists +18% physical +18% light +18% darkness Shield.near.proj +70 Proj.slow +30% ---------- misc Talents +1 Block Handheld deflection devices. |
562 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. |
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. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
2 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. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
bloodhexed voratun pickaxe (dig speed 17 turns)3.0 T5 digger tool [Ego+] Arcane While equipped: Stats +12 Str +10 Wil dps ---------- Phys.crit +14.0% Mind.crit +14% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Gloomseam' (dig speed 9 turns)3.0 T3 digger tool [Random Unique] Master While equipped: Stats +3 Cun +2 Str dps ---------- Acc +4 (+1 eff.) Melee Ret 2 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 32% ----- def ----- Armour +2 Resists +6% darkness +7% fire Pinning- +10% ---------- misc Infravis +4 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald0.0 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. |
4 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Telos's Staff Crystal0.0 T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
innervating steel torque of psionic shield [power 51] (22 cooldown)2.0 T2 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 51 for 5 turns Puts all charms on 22 cooldown 100% to reduce fatigue by 24% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
steel torque of mindblast [power 150] (13 cooldown)2.0 T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 171 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown Torques are made by powerful psionics to store psionic powers. |
voratun torque of mindblast 'Dayhacker' [power 340] (13 cooldown)2.0 T5 torque charm [Random Unique] Psionic While equipped: ----- def ----- Defense +10 (+2 eff.) Resists +6% light Mind.save +15 (+4 eff.) HP.reg +4.00 Heal.mod +5% Blast the opponent's mind dealing 388 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to reduce fatigue by 50% for 2 turns. 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to gain a 30% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Belimiwyn [power 105] (22 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: ----- def ----- Defense +10 (+2 eff.) Resists +3% acid +6% nature +3% blight Spell.save +9 (+2 eff.) Poison- +10% Knockbk- +20% 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: 210 Base Damage: 111 Armor: 6 All Resist: 6 Puts all charms on 22 cooldown 100% to gain a 12% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Nightstreaker [power 320] (22 cooldown)2.0 T5 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +6% darkness On Hit (Melee): * 10% chance to slow global speed by 69% ----- def ----- Resists +6% lightning +3% fire +9% temporal 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: 856 Base Damage: 367 Armor: 37 All Resist: 30 Puts all charms on 22 cooldown 100% to increase all damage penetration by 23% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
4 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. |
moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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. |
4 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 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. |
2 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. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: Light From Below
The High Guardian lies defeated before you, the power of the Iron Gate broken alongside her and you are finally free.
This is a fact the histories will agree on, but apart from that, the stories diverge wildly.
Some say you sought out the trail left behind by Ralkur and Branzir, or the Eleven that Ralkur abandoned.
Others say you fled this place, steadily approaching the surface.
Sometimes, adventurers glimpse a searing figure, shining with Light, in deep and forgotten places.
This seems to lend credibility towards the latter, but who really knows?
You may continue playing and enjoy the rest of the world.
Achievements
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Try again the Dwarf Mindslayer level 31
21st Profit 122nd year of Ascendancy at 05:57 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Try again the Dwarf Mindslayer level 31
20th Profit 122nd year of Ascendancy at 09:29 see stats
Gaze upon Eternity (Insane (Roguelike) difficulty)
Destroyed the Gaze of Eternity.By Try again the Dwarf Mindslayer level 38
39th Profit 122nd year of Ascendancy at 23:45 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Try again the Dwarf Mindslayer level 10
19th Voratun 122nd year of Ascendancy at 23:39 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Try again the Dwarf Mindslayer level 20
2nd Profit 122nd year of Ascendancy at 19:46 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Try again the Dwarf Mindslayer level 30
19th Profit 122nd year of Ascendancy at 03:56 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Try again the Dwarf Mindslayer level 40
39th Profit 122nd year of Ascendancy at 23:45 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Try again the Dwarf Mindslayer level 50
2nd Wealth 122nd year of Ascendancy at 14:25 see stats
Made Whole (Insane (Roguelike) difficulty)
You survived the ambush in Old Mythrescar and became whole again.By Try again the Dwarf Mindslayer level 32
21st Profit 122nd year of Ascendancy at 22:30 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Try again the Dwarf Mindslayer level 33
30th Profit 122nd year of Ascendancy at 03:01 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Try again the Dwarf Mindslayer level 24
9th Profit 122nd year of Ascendancy at 07:33 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Try again the Dwarf Mindslayer level 23
7th Profit 122nd year of Ascendancy at 21:31 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Try again the Dwarf Mindslayer level 15
31st Voratun 122nd year of Ascendancy at 09:42 see stats
When Iron Breaks (Insane (Roguelike) difficulty)
Defeated High Guardian Obosin and shattered the Iron Gate, gaining your freedom.By Try again the Dwarf Mindslayer level 45
2nd Wealth 122nd year of Ascendancy at 14:25 see stats
Log
Welcome to level 50 [Try again].
Try again has 25 stat point(s), 9 class talent point(s), 7 generic talent point(s) to spend. Press p to use them.
Personal New Achievement: Level 50 (Insane (Roguelike) difficulty)!
Talent Impale is ready to use.
Try again's Beyond the Flesh hits High Guardian Obosin for 278 physical damage.
Melee retaliation hits Try again for 19 arcane damage.
Try again's Beyond the Flesh killed High Guardian Obosin!
Saving done.
Try again picks up (3.): bloodhexed voratun pickaxe (dig speed 17 turns).
Try again picks up (O.): wanderer's pair of drakeskin leather boots of speed (0 def, 5 armour).
Try again picks up (X.): voratun helm of trickery (0 def, 5 armour).
Try again picks up (Z.): enlightening voratun plate armour (0 def, 16 armour).
Try again picks up (0.): windwalling stralite shield of the stars (0 def, 8 armour, 136.5 block).
Try again picks up (0.): voratun shield of cold resistance (+28%) (0 def, 10 armour, 199 block).
Try again stops regenerating health quickly.
Try again has regained its confidence.
Talent Realign is ready to use.
Talent Dig is ready to use.
Resting starts...
Talent Infusion: Movement is ready to use.
Talent Quick as Thought is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Resilience of the Dwarves is ready to use.
Rested for 31 turns (stop reason: all resources and life at maximum).


















































































































































