












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Items Vault 1.7.0Donators/Buyers bonus! 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Female |
Race | Dwarf |
Class | Stone Warden |
Level / Exp | 21 / 14% |
Size | medium |
Lifes / Deaths | Killed by Shasshhiy'Kaish at level 21 on the 26th Dearth 122nd year of Ascendancy at 17:01 / 1 |
Primary Stats
Strength | 50 (base 31) |
Dexterity | 10 (base 10) |
Constitution | 20 (base 12) |
Magic | 55 (base 38) |
Willpower | 56 (base 31) |
Cunning | 13 (base 10) |
Resources
Life | -71/594 |
Mana | 400/450 |
Equilibrium | 45 |
Healing Factor | 1.1870588855781 |
Regeneration | 7.419118034863 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 6 |
See Stealth | 24.602579952692 |
See Invisible | 30.602579952692 |
Offense: Mainhand
Damage | 84 |
Accuracy | 39 |
Crit Chance | 3% |
APR | 2 |
Speed | 1.00 |
Offense: Offhand
Damage | 33 |
Accuracy | 39 |
Crit Chance | 4% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 39 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 34 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Nature | +3% |
Lightning | +3% |
Light | +12% |
Cold | +15% |
Darkness | +12% |
Arcane | +12% |
Mind | +15% |
All | 0% |
Offense: Damage Penetration
Lightning | +15% |
Darkness | +15% |
Arcane | +10% |
Cold | +15% |
Nature | +10% |
Defense: Base
Armour (hardiness) | 48.5 (80%) |
Defense | 12 |
Ranged Defense | 12 |
Fatigue | 40 |
Physical Save | 34 |
Spell Save | 40 |
Mental Save | 32 |
Defense: Resistances
Darkness | + 10%( 70%) |
Fire | + 19%( 70%) |
Nature | + 3%( 70%) |
Blight | + 12%( 70%) |
Physical | + 12%( 70%) |
Cold | + 55%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Poison Resistance | 10% |
Confusion Resistance | 20% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 262 life over 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 239 damage for 3 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 159 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
Spell / Eldritch shield | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Dwarven nature | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Earthen power | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Earthen vines | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Stone | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Norgos Lair. Escort: lost defiler (level 3 of Norgos Lair)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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 within13 lumberjacks have died. | done |
Equipment
On feet | ![]() 2.0 T1 feet armor [Rare] Arcane While equipped: Stats +1 Wil +2 Con dps ---------- Crit.mult +5.00% Spell.pwr +4 (+2 eff.) On Hit (Melee): * 10% chance to reduce all saves and defense by 23 ----- def ----- Armour +1 ---------- misc See.Invis +6 A pair of boots made of leather. |
Quiver | ![]() 3.0 T1 arrow ammo Reqs Dex 11 [Ego] Nature Power 13.0 - 18.2 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 16 Ranged+ +9 nature +14 cold On Crit.r2 +9 cold Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +6% mind +12% arcane +3% nature Res.pen +10% nature Melee Ret 6 light On Hit (Melee): * 20% chance to slow global speed by 49% ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +1 Mag dps ---------- Dmg.mod +9% mind ----- def ----- Armour +3 Fatigue +5% ---------- misc Mana/turn +0.12 Max.hate +2.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +3 Mag +2 Wil dps ---------- Melee+ 5 acid 5 fire 5 cold 6 lightning Res.pen +15% darkness ----- def ----- Armour +2 Fatigue +3% Resists +3% nature Phys.save +3 (+1 eff.) HP.reg +4.00 Heal.mod +10% Poison- +10% Confus- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +3% lightning Res.pen +15% lightning Melee Ret 4 arcane 2 fire ----- def ----- Resists +9% fire Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 222 Base Damage: 114 Armor: 8 All Resist: 1 Puts all charms on 25 cooldown 100% to increase the duration of 1 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +6 Str +2 Dex +1 Con dps ---------- Crit.mult +15.00% Phys.pwr +15 (+5 eff.) Dmg.mod +12% darkness Apr +2 ----- def ----- Armour +12 Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag dps ---------- Melee+ 15 light Ranged+ 10 light Dmg.mod +12% light Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.6 Pwr.cost 35 out of 35/35. 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 227 (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 | ![]() 7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+8 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +3 Cun +4 Wil dps ---------- Dmg.mod +6% cold Against +19% Summoned On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +9% cold D.Red.from +15% Summoned A belt that goes around your waist. |
In off hand | ![]() 7.0 T2 shield armor Reqs Shield usage training [Ego++] Nature/Psionic When used to Attack: Power 12.5 - 15.0 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +36 Melee+ +11 physical +13 cold While equipped: Stats +4 Wil dps ---------- On shield block: * Deals 117 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +4 Fatigue +8% Resists +12% physical +11% cold Shield.near.proj +11 Proj.slow +11% ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +7 Str +2 Con dps ---------- Dmg.mod +9% cold Res.pen +10% arcane +15% cold Melee Ret 4 cold ----- def ----- Defense +1 (+1 eff.) Resists +3% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: Stats +2 Wil ----- def ----- Armour +8 Defense +3 (+3 eff.) Fatigue +12% Resists +12% blight +17% cold +10% darkness ---------- misc Light +1 A suit of armour made of mail. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -412 life. The duration and life will increase by 1% for every 1% life you have lost (currently 873 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [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 299 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 12%, your defense is increased by 12 and all your resistances by 12%. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% acid ----- def ----- Resists +20% acid Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Psionic While equipped: dps ---------- Dmg.mod +10% mind ----- def ----- Resists +10% mind Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+2 eff.) Rings make your fingers look great! |
![]() 3.0 T2 battleaxe 2H weapon [Ego] Disrupt/Psionic Power 24.5 - 36.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +10 darkness Against +9% Living While equipped: ----- def ----- Resists +13% acid +16% lightning +10% cold +13% fire +5% all Spell.save +7 (+2 eff.) Massive two-handed battleaxes. |
![]() 3.0 T2 battleaxe 2H weapon [Normal] Power 20.0 - 30.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Massive two-handed battleaxes. |
![]() 1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego] Arcane Power 11.5 - 15.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +7 fire Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego] Arcane Power 14.0 - 18.2 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 light Against +8% Undead On Hit.r1 +7 fire Sharp, short and deadly. |
![]() 5.0 T2 greatmaul 2H weapon [Normal] Power 27.5 - 41.2 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Massive two-handed mauls. |
![]() 5.0 T2 staff 2H weapon [Normal] Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% arcane ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T1 waraxe 1H weapon [Rare] Master Power 11.5 - 16.1 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * 20% chance to reduce all saves and defense by 23 While equipped: Stats +2 Str +1 Dex dps ---------- Dmg.mod +6% physical Acc +26 (+9 eff.) Melee Ret 2 physical ----- def ----- Defense +15 (+11 eff.) Resists +6% nature One-handed war axes. |
![]() 1.0 T1 belt armor [Ego] Master While equipped: ----- def ----- Resists +6% fire +6% cold A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego] Arcane While equipped: ----- def ----- Resists +6% light +6% darkness A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Psionic While equipped: Stats +1 Wil dps ---------- Mind.pwr +3 (+2 eff.) ----- def ----- Resists +3% mind Phys.save +5 (+2 eff.) Heal.mod +10% Blind- +20% A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 2.0 T2 cloak armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +6 (+2 eff.) Dmg.mod +5% physical ----- def ----- Resists +5% physical ---------- misc Masteries +0.20 Chronomancy/Gravity +0.20 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Level 1.3 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Entomb yourself in a wall of stone for 5 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 81.41 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +1 Dex ----- def ----- Defense +26 (+17 eff.) Phys.save +3 (+1 eff.) Die.at -40.00 life ---------- misc Stam/turn +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Ego] Arcane While equipped: Stats +2 Mag +2 Wil ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +12% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T2 cloth armor [Ego] Arcane/Master While equipped: dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) ----- def ----- Armour +3 Defense +3 (+3 eff.) Resists +9% all Phys.save +20 (+8 eff.) Spell.save +17 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Ego+] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +7% nature ----- def ----- Resists +9% all Poison- +22% Disease- +27% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Normal] While equipped: ----- def ----- Resists +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Armour +3 Fatigue +2% Resists +2% physical Knockbk- +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Ego] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) Mov.spd +25% ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +4 (+2 eff.) ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +0.30 Max.stam +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T1 hands armor [Ego++] Nature/Master While equipped: Stats +2 Str +3 Dex +3 Cun ----- def ----- Armour +1 Phys.save +6 (+3 eff.) HP.reg +1.80 ---------- misc Stam/turn +0.30 Psi/turn +0.10 Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +11 Str +6 Dex +6 Mag +2 Wil +3 Con dps ---------- Phys.pwr +4 (+2 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +12% darkness +6% temporal ---------- misc Infravis +5 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Ego+] Arcane While equipped: Stats +6 Mag +2 Con dps ---------- Dmg.mod +5% arcane ----- def ----- Defense +1 (+1 eff.) Spell.save +6 (+2 eff.) Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 5.0 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +5% darkness +4% temporal +4% light +4% physical ----- def ----- Defense +1 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: Stats +3 Wil ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% Resists +10% blight +11% darkness ---------- misc Light +1 A suit of armour made of mail. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% Max.HP +24.00 HP.reg +3.70 Heal.mod +11% ---------- misc Stam/turn +0.50 A suit of armour made of mail. |
![]() 17.0 T1 massive armor Reqs Massive armour training [Rare] Nature While equipped: Stats +4 Dex ----- def ----- Armour +25 Fatigue +22% Resists +6% acid +6% cold +6% light ---------- misc Breathe water A suit of armour made of metal plates. |
![]() 17.0 T2 massive armor Reqs Massive armour training [Ego] Arcane/Master While equipped: ----- def ----- Armour +9 Fatigue +22% Resists +15% lightning +12% light +12% darkness A suit of armour made of metal plates. |
![]() 17.0 T2 massive armor Reqs Massive armour training [Random Unique] Master While equipped: dps ---------- Dmg.mod +3% acid +3% blight Res.pen +10% acid Melee Ret 2 acid ----- def ----- Armour +9 Fatigue +22% Resists +16% acid +17% fire +6% blight +18% cold A suit of armour made of metal plates. |
![]() 7.0 T1 shield armor Reqs Shield usage training [Ego+] Arcane/Master When used to Attack: Power 9.5 - 11.4 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +44 Melee+ +10 light +11 darkness While equipped: Stats +1 Cun +1 Mag dps ---------- Dmg.mod +10% light +11% darkness ----- def ----- Armour +4 Fatigue +8% Resists +11% light +11% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 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. |
![]() 0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(113 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 9 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Bop the Dwarf Stone Warden level 16
17th Wealth 122nd year of Ascendancy at 14:18 see stats
By Bop the Dwarf Stone Warden level 18
12nd Dearth 122nd year of Ascendancy at 12:35 see stats
By Bop the Dwarf Stone Warden level 10
8th Profit 122nd year of Ascendancy at 13:25 see stats
By Bop the Dwarf Stone Warden level 20
22nd Dearth 122nd year of Ascendancy at 22:00 see stats
By Bop the Dwarf Stone Warden level 19
14th Dearth 122nd year of Ascendancy at 03:42 see stats
By Bop the Dwarf Stone Warden level 5
19th Voratun 122nd year of Ascendancy at 01:27 see stats
By Bop the Dwarf Stone Warden level 12
17th Profit 122nd year of Ascendancy at 19:16 see stats
By Bop the Dwarf Stone Warden level 15
7th Wealth 122nd year of Ascendancy at 01:09 see stats
By Bop the Dwarf Stone Warden level 18
7th Dearth 122nd year of Ascendancy at 19:05 see stats
Log
Bop hits Snow giant thunderer for 361 arcane damage.
Bop killed Snow giant thunderer!
Xorn is seized by a stone vine.
Stone Vine from Bop hits Xorn for 31 nature, 22 arcane (53 total damage).
Bop casts Eldritch Slam.
Xorn slows down.
Bop performs a melee critical strike against Xorn!
You collect a new ingredient: xorn fragment (1).
Bop hits Xorn for 268 arcane, 17 cold, 9 lightning, 0 arcane, 4 fire, 7 acid, 24 light, 8 cold, 19 arcane, 308 arcane (664 total damage).
Bop killed Xorn!
Resting starts...
Talent Eldritch Blow is ready to use.
Talent Rockwalk is ready to use.
Talent Eldritch Slam is ready to use.
Rested for 26 turns (stop reason: all resources and life at maximum).
You pickup 0.85 gold pieces.
You pickup 0.80 gold pieces.
You pickup 0.55 gold pieces.
You pickup 0.45 gold pieces.
Shasshhiy'Kaish casts Blood Lock.
Ran for 24 turns (stop reason: detrimental status effect).
Bop shrugs off Shasshhiy'Kaish's 'Blood Lock'!
Shasshhiy'Kaish is seized by a stone vine.
Shasshhiy'Kaish casts Meteor Rain.
Shasshhiy'Kaish hits Bop for 124 physical, (16 flat reduction), 98 fire, 124 physical, (16 flat reduction), 98 fire, 124 physical, (16 flat reduction), 98 fire (665 total damage).
Bop the level 21 dwarf stone warden was combusted to death by Shasshhiy'Kaish and used for her perverted desires on level 4 of Daikara.