













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.1 |
| Addons | SkooBot 1.5.10Basic bot designed to automate some of the tedium of starting a new character. This bot will rest, explore, and use a very basic algorithm for engaging in combat. You will need to configure the bot's talent usage from within the game (Shift + F2 -> Option a)
This will probably not even get close to beating the game for you, and will frequently run into situations that it will not be able to act in. Changes in 0.0.12
Ashes of Urh'Rok 1.6.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.0Donators/Buyers bonus! Better Item Description 1.6.0This 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 Embers of Rage 1.6.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.6.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Yeek |
| Class | Summoner |
| Level / Exp | 22 / 23% |
| Size | small |
| Lifes / Deaths | Killed by Subject Z at level 8 on the 4th Mirth 122nd year of Ascendancy at 06:11 1 / 4Killed by Subject Z at level 8 on the 4th Mirth 122nd year of Ascendancy at 07:09 Killed by Assassin Lord at level 12 on the 4th Dusk 122nd year of Ascendancy at 07:47 Killed by Assassin Lord at level 12 on the 4th Dusk 122nd year of Ascendancy at 09:39 |
Primary Stats
| Strength | 14 (base 13) |
| Dexterity | 9 (base 11) |
| Constitution | 5 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 91.706123483606 (base 51) |
| Cunning | 79.706123483606 (base 43) |
Resources
| Life | 505/505 |
| Equilibrium | 58 |
| Healing Factor | 1.4071428571429 |
| Regeneration | 11.186785714286 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +107.19994720145% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 110 |
| Accuracy | 48 |
| Crit Chance | 26% |
| APR | 37 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 112 |
| Accuracy | 48 |
| Crit Chance | 26% |
| APR | 55 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Mind
| Mindpower | 64 |
| Crit Chance | 42% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +6% |
| Temporal | +9% |
| All | 0% |
| Physical | +8% |
| Fire | +15% |
| Nature | +13% |
Offense: Damage Penetration
| Fire | +30% |
| Acid | +25% |
Defense: Base
| Armour (hardiness) | 14 (30%) |
| Defense | 24 |
| Ranged Defense | 24 |
| Fatigue | 8 |
| Physical Save | 23 |
| Spell Save | 34 |
| Mental Save | 49 |
Defense: Resistances
| Acid | + 27%( 70%) |
| Nature | + 27%( 70%) |
| Arcane | + 5%( 70%) |
| Darkness | + 6%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Confusion Resistance | 70% |
| Poison Resistance | 20% |
| Blind Resistance | 10% |
| Silence Resistance | 35% |
| Bleed Resistance | 10% |
| Disarm Resistance | 23% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 23% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: 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 112 damage per debuff cleansed (not counting cross-tier ones). If there was only cross-tier effects to clean, no shield is created and the rune goes on a 75% faster cooldown. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 639% 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. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 349 damage for 4 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 331 damage for 4 turns. Its effects scale with your Willpower stat. |
Class Talents
| Wild-gift / Summoning (utility) | 1.30 |
| 1/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| Wild-gift / Summoning (melee) | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Summoning (advanced) | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Summoning (distance) | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Harmony | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Master Summoner |
| talent | Psiblades |
| talent | Elemental Harmony |
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. | active |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost tinker to the recall portal on level 2 of Daikara. Escort: lost tinker (level 2 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Heart of the Gloom. Escort: repented thief (level 2 of Heart of the Gloom)As a reward you improved Cunning by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Heart of the Gloom. Escort: temporal explorer (level 1 of Heart of the Gloom)As a reward you improved Willpower by +5. | done |
You have been tasked to remove two threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished the naga invader, Lady Nashva. * You have explored the ritch tunnels and vanquished their queen. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
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. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' * You've found the needed ritch stinger. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed naga tongue. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed red crystal shard. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed snow giant kidney. * You've found the needed vial of wight ectoplasm. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed warg claw. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Abyssfear the pair of dwarven-steel boots (3 def, 4 armour)3.0 T3 feet armor [Rare] Nature While equipped: dps ---------- Mov.spd +10% Dmg.mod +6% fire ----- def ----- Armour +4 Defense +3 (+1 eff.) Fatigue -4% Resists +6% darkness Phys.save +12 (+6 eff.) Mind.save +6 (+2 eff.) Die.at -40.00 life Max.HP +30.00 Cut- +10% ---------- misc Stam/turn +0.30 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern 'Burnsun'2.0 T1 lite [Rare] Nature While equipped: dps ---------- Melee Ret 2 fire ----- def ----- Resists +21% acid Max.HP +40.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Hellstinger (0 def, 4 armour)3.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% fire Res.pen +25% acid +25% fire ----- def ----- Armour +4 Fatigue +4% Resists +7% nature +6% acid Spell.save +11 (+6 eff.) Max.HP +53.00 Heal.mod +12% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+0 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
| Tool | ash totem of healing 'Neroritha' [power 270] (20 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +6% acid +9% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) Heals yourself and all friendly characters within 10 spaces for 270 Puts all charms on 20 cooldown 100% to increase all damage by 12% for 2 turns. 100% to gain a 15% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+4 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| On fingers | rogue's steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+2 eff.) Max.HP +23.00 Disarm- +23% Pinning- +20% Knockbk- +23% Rings can have magical properties. |
| Around neck | Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +4 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Affinity +15% nature HP.reg +0.20 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.6 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 348 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
| In main hand | creative vined mindstar of resolve (5.5-6.05 power, 35 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 5.5 - 6.1 Nature Uses 95% Wil, 57% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +35 Crit +3.0% Atk.spd 100% While equipped: Stats +6 Cun +6 Wil dps ---------- Mind.crit +2% Crit.mult +6.00% Mind.pwr +8 (+2 eff.) ----- def ----- Spell.save +3 (+2 eff.) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | Rope Belt of the Thaloren1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+4 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
| In off hand | Brandripper (9.5-10.45 power, 53 apr, nature damage)3.0 T3 mindstar 1H weapon [Rare] Nature Power 9.5 - 10.5 Nature Uses 95% Wil, 57% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +53 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +2.0% Mind.crit +3% Mind.pwr +11 (+3 eff.) Res.pen +5% fire Apr +2 ----- def ----- Defense +12 (+6 eff.) Max.HP +18.00 HP.reg +0.50 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | Getydas (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: ----- def ----- Defense +1 (+0 eff.) Resists +5% arcane Mind.save +3 (+1 eff.) Die.at -80.00 life Max.HP +30.00 Blind- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | enlightening hardened leather armour of Eyal (9 def, 6 armour)9.0 T3 light armor Reqs Str 16 [Ego++] Nature/Psionic While equipped: Stats +4 Cun +4 Wil ----- def ----- Armour +6 Defense +9 (+4 eff.) Fatigue +8% Mind.save +11 (+4 eff.) Max.HP +35.00 HP.reg +4.00 Heal.mod +13% A suit of armour made of leather. |
Inventory
cleansing copper amulet of cunning (+3)0.1 T1 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +3 Cun ----- def ----- Resists +12% nature +11% blight Poison- +20% Disease- +21% Amulets can have magical properties. |
copper amulet of mastery (0.11 Wild-gift / Summoning (distance))0.1 T1 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.11 Wild-gift/Summoning (distance) Amulets can have magical properties. |
Glowstone0.1 T3 ring jewelry [Rare] Arcane While equipped: Stats +1 Cun +5 Str dps ---------- Melee Ret 8 light On Hit (Melee): * 10% chance to reduce all saves and defense by 37 ----- def ----- Blind- +27% ---------- misc Infravis +3 See.Stealth +11 See.Invis +8 Rings can have magical properties. |
copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +23.00 Disarm- +22% Pinning- +20% Knockbk- +22% Rings can have magical properties. |
marksman's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+4 eff.) Rings can have magical properties. |
marksman's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+4 eff.) Rings can have magical properties. |
rogue's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+3 eff.) Rings can have magical properties. |
steel battleaxe (18-27 power, 2 apr)3.0 T2 battleaxe 2H weapon Reqs Str 16 [Normal] Power 18.0 - 27.0 Physical Uses 120% Str Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Massive two-handed battleaxes. |
chilling steel dagger of paradox (12.5-16.25 power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego] Arcane Power 12.5 - 16.3 Physical Uses 45% Str, 45% Dex Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +6 temporal +10 cold While equipped: ----- def ----- Resists +7% temporal Sharp, short and deadly. |
flaming steel dagger (11-14.3 power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego] Arcane Power 11.0 - 14.3 Physical Uses 45% Str, 45% Dex Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +5 fire Sharp, short and deadly. |
ash longbow4.0 T2 longbow 2H weapon Reqs Dex 16 [Normal] Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +7 Longbows are used to shoot arrows at your foes. |
ranger's ash longbow of lightning4.0 T2 longbow 2H weapon Reqs Dex 16 [Ego] Arcane/Master Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +8 Ranged+ +14 lightning While equipped: Stats +5 Dex dps ---------- Dmg.mod +12% lightning Longbows are used to shoot arrows at your foes. |
caller's mossy mindstar of balance (2-2.2 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Ego+] Nature Power 2.0 - 2.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+0 eff.) Dmg.mod +5% acid +6% fire +6% cold +5% physical Res.pen +3% acid +3% fire +3% cold +3% physical ----- def ----- Phys.save +3 (+1 eff.) Spell.save +3 (+2 eff.) Mind.save +3 (+1 eff.) Heal/summ +19 ---------- misc Equi/ret +0.60 Max.summ +2 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. |
creative mossy mindstar (2.5-2.75 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Ego] Nature/Psionic Power 2.5 - 2.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Cun dps ---------- Mind.crit +1% Crit.mult +5.00% Mind.pwr +2 (+0 eff.) 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. |
creative mossy mindstar of life (2.5-2.75 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Ego] Nature/Psionic Power 2.5 - 2.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Cun dps ---------- Mind.crit +1% Crit.mult +6.00% Mind.pwr +2 (+0 eff.) ----- def ----- Max.HP +10.00 HP.reg +0.60 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. |
creative vined mindstar of life (5.5-6.05 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 5.5 - 6.1 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Cun dps ---------- Mind.crit +2% Crit.mult +10.00% Mind.pwr +4 (+1 eff.) ----- def ----- Max.HP +10.00 HP.reg +0.50 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
ash vilestaff (15-18 power, 3 apr, fire element)5.0 T2 staff 2H weapon Reqs Mag 16 [Normal] Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+6 eff.) Dmg.mod +15% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
surging ash starstaff of illumination (15-18 power, 3 apr, physical element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane/Nature Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+6 eff.) S.pwr/crit +3 Dmg.mod +15% physical ----- def ----- Defense +5 (+2 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 30.65 light damage. Staves designed for wielders of magic, by the greats of the art. |
acidic steel waraxe of daylight (15-21 power, 3 apr)3.0 T2 waraxe 1H weapon Reqs Str 16 [Ego] Arcane Power 15.0 - 21.0 Physical Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +8 light Against +7% Undead On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 One-handed war axes. |
Beestir1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Con +2 Mag ----- def ----- Resists +7% lightning +6% temporal +12% acid HP.reg +4.00 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Infravis +3 A belt that goes around your waist. |
Yarolaneg the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: Stats +2 Wil +1 Mag ----- def ----- Armour +2 Defense +3 (+1 eff.) Resists +5% fire +6% cold Phys.save +6 (+3 eff.) ---------- misc Infravis +3 A belt that goes around your waist. |
cleansing hardened leather belt of the vagrant1.0 T3 belt armor [Ego+] Nature/Disrupt While equipped: Stats +2 Con dps ---------- Mind.pwr +4 (+1 eff.) ----- def ----- Resists +8% acid +7% blight Mind.save +8 (+3 eff.) A belt that goes around your waist. |
Phoenixblast the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +4 Mag +3 Wil +1 Cun dps ---------- Res.pen +5% fire ----- def ----- Defense +1 (+0 eff.) Resists +3% fire Mind.save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Zubilenor the Cystbrawn (0 def, 0 armour)2.0 T2 cloth armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +16% mind Res.pen +10% nature On Hit (Melee): * 10% chance to slow global speed by 65% ----- def ----- Resists +6% acid +9% light +12% lightning +16% mind +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant cashmere robe of the mountain (+14%) (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +8% nature +14% physical ----- def ----- Resists +11% all +14% physical Poison- +25% Disease- +23% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
insulating pair of rough leather boots of speed (0 def, 1 armour)2.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +1 Resists +6% fire +6% cold A pair of boots made of leather. |
augmenting linen wizard hat of knowledge (1 def, 0 armour)2.0 T1 head armor [Ego++] Arcane/Psionic While equipped: Stats +4 Cun +3 Wil dps ---------- Mind.pwr +4 (+1 eff.) Dmg.mod +4% acid +3% lightning +4% fire +4% arcane +4% cold ----- def ----- Defense +1 (+0 eff.) A pointy cloth hat, very wizardly... |
miner's rough leather cap of strength (+3) (0 def, 2 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +2 Fatigue +1% ---------- misc Infravis +1 A cap made of leather. |
Eel-skin armour (10 def, 1 armour)9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Armour +1 Defense +10 (+5 eff.) Fatigue +2% Poison- +30% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 20 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 67.04 to 201.12 lightning damage (134.08 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
drakeskin leather armour 'Armikath' (20 def, 16 armour)9.0 T5 light armor Reqs Str 20 [Random Unique] Nature/Master While equipped: dps ---------- Phys.crit +7.0% Crit.mult +17.00% Phys.pwr +7 (+3 eff.) Mind.pwr +9 (+2 eff.) ----- def ----- Armour +16 Defense +20 (+10 eff.) Fatigue +8% Resists +12% acid +12% physical +10% blight +15% fire +10% lightning +8% cold HP.reg +5.00 ---------- misc Stam/turn +1.30 A suit of armour made of leather. It was hardened by the digestive sack. |
steel shield (0 def, 4 armour, 37.5 block)7.0 T2 shield armor Reqs - Shield usage training Str 16 [Normal] Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
7 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe 'Prismclash' (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Cun +1 Str dps ---------- Res.pen +5% temporal +5% fire Acc +4 (+4 eff.) ----- def ----- Resists +6% temporal ---------- misc Light +1 Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
10 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+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. |
Summertide Phial1.0 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.(144 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
extending iron torque of psionic shield [power 27] (25 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 27 for 5 turns Puts all charms on 25 cooldown 100% to increase the duration of 2 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
steel torque of mindblast [power 120] (15 cooldown)2.0 T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 120 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
3 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. |
4 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. |
2 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. |
7 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom
Killed a Bringer of Doom.By Testocommndo the Yeek Summoner level 17
5th Haze 122nd year of Ascendancy at 18:15 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Testocommndo the Yeek Summoner level 18
37th Haze 122nd year of Ascendancy at 11:49 see stats
Exterminator
Killed 1000 creatures.By Testocommndo the Yeek Summoner level 20
79th Haze 122nd year of Ascendancy at 20:36 see stats
Level 10
Got a character to level 10.By Testocommndo the Yeek Summoner level 10
10th Mirth 122nd year of Ascendancy at 07:13 see stats
Level 20
Got a character to level 20.By Testocommndo the Yeek Summoner level 20
77th Haze 122nd year of Ascendancy at 23:33 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Testocommndo the Yeek Summoner level 12
4th Dusk 122nd year of Ascendancy at 20:30 see stats
The Arena
Unlocked Arena mode.By Testocommndo the Yeek Summoner level 12
3rd Flare 122nd year of Ascendancy at 16:06 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Testocommndo the Yeek Summoner level 17
6th Haze 122nd year of Ascendancy at 03:04 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Testocommndo the Yeek Summoner level 18
62nd Haze 122nd year of Ascendancy at 09:07 see stats
Log
Rested for 0 turns (stop reason: all resources and life at maximum).
Testocommndo picks up (S.): steel torque of mindblast [power 120] (15 cooldown).
Ran for 2 turns (stop reason: hostile spotted to the southwest (umber hulk)).
Testocommndo hits Umber hulk for 133 nature, 123 nature (257 total damage).
Umber hulk hits Testocommndo for 33 physical damage.
Melee retaliation hits Umber hulk for 1 fire damage.
You collect a new ingredient: xorn fragment (1).
Testocommndo performs a melee critical strike against Umber hulk!
Testocommndo hits Umber hulk for 130 nature damage.
Testocommndo killed Umber hulk!
Resting starts...
Rested for 2 turns (stop reason: all resources and life at maximum).
You pickup 0.65 gold pieces.
You pickup 0.60 gold pieces.
There is a way to the next level here (press '' or right click to use).
Ran for 86 turns (stop reason: at exit).
Testocommndo deactivates Master Summoner.
Testocommndo activates Master Summoner.
Testocommndo deactivates Psiblades.
Testocommndo activates Psiblades.
Testocommndo deactivates Elemental Harmony.
Testocommndo activates Elemental Harmony.
Testocommndo deactivates Master Summoner.
Testocommndo deactivates Psiblades.
Testocommndo deactivates Elemental Harmony.
































































































