










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Nekarcos's Quality of Life 08: Life Displays 1.7.4This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Stability: Very High
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:
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 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: 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 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:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Krog |
Class | Mindslayer |
Level / Exp | 29 / 75% |
Size | big |
Lifes / Deaths | Killed by ghast at level 29 on the 40th Haze 122nd year of Ascendancy at 05:17 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 35 (base 11) |
Dexterity | 16 (base 10) |
Constitution | 23 (base 10) |
Magic | 11 (base 10) |
Willpower | 89 (base 60) |
Cunning | 55 (base 55) |
Resources
Life | -145/766 |
Equilibrium | 30 |
Psi | 104/179 |
Healing Factor | 1.6299022211821 |
Regeneration | 12.142771547807 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -1.9984014443253E-12% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 5 |
See Stealth | 40.032874162149 |
See Invisible | 41.032874162149 |
ESP Range | 10 |
ESP Kinds | humanoid/orc |
Offense: Mainhand
Damage | 72 |
Accuracy | 32 |
Crit Chance | 19% |
APR | 16 |
Speed | 1.00 |
Offense: Spell
Spellpower | 3.6666666666667 |
Crit Chance | 18% |
Speed | 1 |
Offense: Mind
Mindpower | 48 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Acid | +6% |
Physical | +13% |
Nature | +10% |
Mind | +10% |
Arcane | +12% |
Cold | +9% |
All | 0% |
Offense: Damage Penetration
Cold | +20% |
Physical | +46% |
Defense: Base
Armour (hardiness) | 16 (35.65183292883%) |
Defense | 42 |
Ranged Defense | 42 |
Fatigue | 0 |
Physical Save | 34 |
Spell Save | 39 |
Mental Save | 40 |
Defense: Resistances
Acid | + 37%( 70%) |
Blight | + 49%( 70%) |
Arcane | + 25%( 70%) |
Cold | + 38%( 70%) |
All | + 21%( 70%) |
Physical | + 47%( 70%) |
Lightning | + 43%( 70%) |
Light | + 49%( 70%) |
Temporal | + 23%( 70%) |
Mind | + 29%( 70%) |
Darkness | + 35%( 70%) |
Fire | + 43%( 70%) |
Nature | + 54%( 70%) |
Defense: Immunities
Confusion Resistance | 40% |
Stun Resistance | 20% |
Instadeath Resistance | 100% |
Blind Resistance | 20% |
Inscriptions (4/4)
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 433% 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 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. |
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 166 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
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 211 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
Psionic / Absorption | 1.30 |
| 4/5 |
| 0/5 |
| 3/5 |
| 0/5 |
Psionic / Kinetic mastery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 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 |
| 1/5 |
Psionic / Voracity | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Psionic / Focus | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Psi-fighting | 1.30 |
| 4/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Psionic / Augmented mobility | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 2/5 |
Wild-gift / Antimagic | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Finer energy manipulations | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Prodigies
| 1/1 |
Effects
Quests
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 injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 6 of Dreadfell. Escort: injured seer (level 6 of Dreadfell)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 8 of Dreadfell. Escort: injured seer (level 8 of Dreadfell)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You failed to protect the lone alchemist from death by Siluvea the wolf. Escort: lone alchemist (level 1 of Old Forest) | failed |
You failed to protect the lost sun paladin from death by Salowe the giant red ant. Escort: lost sun paladin (level 4 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved Strength by +5. | done |
You failed to protect the lost warrior from death by Adewe the ghoulking. Escort: lost warrior (level 4 of Dreadfell) | failed |
You failed to protect the temporal explorer from death by Gloramira the white wolf. Escort: temporal explorer (level 2 of Old Forest) | failed |
You successfully escorted the temporal explorer to the recall portal on level 3 of Dreadfell. Escort: temporal explorer (level 3 of Dreadfell)As a reward you improved Willpower by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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. | 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 AlchemistsAgrimley the hermit has completed an elixir of serendipity without your aid. 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 vial of wight ectoplasm. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within7 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | ![]() 3.0 T3 greatsword 1H weapon Reqs Str 40 [Unique] Nature/Master Power 161% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +18.0% Atk.spd 100% Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con ----- def ----- D.Red.from +15% Orc HP.reg +0.50 ---------- misc Stam/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
Light source | ![]() 2.0 T1 lite [Rare] Psionic While equipped: ----- def ----- Defense +10 (+4 eff.) Resists +3% lightning Mind.save +6 (+2 eff.) Die.at -60.00 life Confus- +20% ---------- misc Light +4 See.Stealth +5 See.Invis +6 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 | ![]() 2.0 T3 head armor [Rare] Disrupt While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Defense +2 (+1 eff.) Resists +5% blight +10% nature +5% arcane Die.at -80.00 life Heal.mod +15% Def/telep +15 Res/telep +15% Dur/telep +15% A pointy cloth hat, very wizardly... |
On feet | ![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +3 Str +3 Mag +13 Wil +3 Con dps ---------- Dmg.mod +12% arcane On Hit (Melee): * 20% chance to reduce all saves and defense by 30 ----- def ----- Armour +3 ---------- misc Light +2 Rush: Puts all charms on 22 cooldown Level 1.0 Pwr.cost 22 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Tool | ![]() 2.0 T2 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 29 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +1 Con dps ---------- Spell.crit +3% S.pwr/crit +4 Dmg.mod +10% nature +13% physical ----- def ----- Resists +20% nature +13% physical Spell.save +12 (+4 eff.) ---------- misc Mana/turn +0.08 Max.stam +13.00 Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +10% mind Res.pen +15% physical ----- def ----- Armour +2 Defense +15 (+5 eff.) Resists +10% mind Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Str ----- def ----- Resists +11% light +12% darkness Blind- +20% Amulets make your neck look great! |
In main hand | ![]() 3.0 T3 greatsword 2H weapon [Ego+] Disrupt/Master Power 155% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Res.pen +16% physical Acc +14 (+7 eff.) Apr +10 ----- def ----- Resists +14% acid +13% lightning +13% cold +13% fire +6% all Spell.save +12 (+4 eff.) Massive two-handed swords. |
On hands | ![]() 1.0 T2 hands armor [Rare] Nature While equipped: dps ---------- Phys.crit +2.0% Crit.mult +5.00% Phys.pwr +30 (+10 eff.) Melee+ 8 acid Dmg.mod +6% acid Res.pen +15% physical ----- def ----- Armour +2 Resists +7% acid +1% physical +6% darkness Phys.save +3 (+2 eff.) Unarmed combat: Power 129% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +5 acid On Hit: 10% Corrosive Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Psionic While equipped: Stats +2 Str +4 Wil dps ---------- Dmg.mod +9% cold Res.pen +20% cold ----- def ----- Resists +12% lightning Mind.save +6 (+2 eff.) Max.HP +45.00 ---------- misc Light +2 A belt that goes around your waist. |
Cloak | ![]() 2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: ----- def ----- Defense +18 (+6 eff.) Resists +3% temporal +24% light +12% blight +15% fire +12% nature Phys.save +8 (+4 eff.) Stealth +6 HP.reg +3.00 Heal.mod +11% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T2 cloth armor [Random Unique] Nature/Master While equipped: ----- def ----- Armour +3 Defense +3 (+1 eff.) Resists +18% blight +9% cold +9% all Crit.chn- 10.00% Phys.save +18 (+8 eff.) Max.HP +101.00 HP.reg +3.70 Heal.mod +26% Confus- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 219 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. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 128 then cleanse 1 wound, poison, and disease effect. 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 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 448% 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 Dexterity 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 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 500% 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 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 amulet jewelry [Rare] Nature While equipped: Stats +3 Dex +8 Con ----- def ----- Armour +4 Resists +20% light ---------- misc Max.stam +20.00 Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +5 Cun ----- def ----- Resists +14% lightning Stun/Frz- +23% Amulets make your neck look great! |
![]() 0.1 T2 ring jewelry [Ego] Master While equipped: Stats +4 Dex dps ---------- Acc +8 (+4 eff.) ----- def ----- Max.HP +20.00 Disarm- +21% Pinning- +21% Knockbk- +25% Rings make your fingers look great! |
![]() 3.0 T2 battleaxe 2H weapon [Unique] Master Power 164% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +21 Crit +2.0% Atk.spd 100% Against +25% Dragon While equipped: Stats +6 Str ----- def ----- D.Red.from +25% Dragon Phys.save +9 (+5 eff.) Stun/Frz- +20% Knockbk- +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
![]() 5.0 T4 greatmaul 2H weapon [Random Unique] Master/Psionic Power 174% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% On Hit.r1 +4 mind On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: Stats +2 Wil dps ---------- Crit.mult +10.00% Res.pen +14% all Acc +39 (+17 eff.) Apr +13 ----- def ----- Defense +13 (+5 eff.) Resists +6% light +3% nature Disarm- +45% Massive two-handed mauls. |
![]() 5.0 T3 greatmaul 2H weapon [Ego++] Arcane Power 160% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +16 blight On Hit: 20% Curse of Death 3 On Hit: 20% Epidemic 3 On Hit: * 20% chance to reduce strength, dexterity, and constitution by 5 While equipped: ----- def ----- Disease- +14% Massive two-handed mauls. |
![]() 3.0 T2 greatsword 2H weapon [Rare] Arcane Power 142% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +20 mind On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: dps ---------- Phys.crit +5.0% Mind.pwr +20 (+6 eff.) Acc +20 (+10 eff.) ----- def ----- Phys.save +9 (+5 eff.) ---------- misc Equi/ret +0.20 Massive two-handed swords. |
![]() 3.0 T1 greatsword 2H weapon [Ego+] Disrupt/Master Power 142% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% On Crit: * Deals 83 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) Massive two-handed swords. |
![]() 3.0 T1 greatsword 2H weapon [Normal] Power 130% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
![]() 3.0 T1 greatsword 2H weapon [Normal] Power 123% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
![]() 3.0 T3 longsword 1H weapon [Rare] Nature Power 140% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +8 Str +6 Dex +8 Mag +5 Wil +6 Cun +11 Con dps ---------- Spell.crit +3% S.pwr/crit +6 Sharp, long, and deadly. |
![]() 3.0 T1 mindstar 1H weapon [Normal] Nature Power 75% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% 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.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T1 mindstar 1H weapon [Normal] Nature Power 75% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% 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.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 5.0 T4 staff 2H weapon Reqs Mag 35 [Ego++] Arcane Power 139% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +17 (+4 eff.) Dmg.mod +25% darkness Res.pen +12% darkness Phasing +17% ----- def ----- Defense +16 (+6 eff.) Shield.pwr +8% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 1H weapon Reqs Mag 35 [Ego++] Arcane/Master Power 139% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +5.0% Spell.crit +8% Phys.pwr +10 (+4 eff.) Spell.pwr +19 (+5 eff.) Dmg.mod +25% physical Res.pen +12% physical Acc +8 (+4 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 2.0 T3 cloak armor [Random Unique] Master While equipped: Stats +4 Str +6 Dex +3 Cun +6 Con dps ---------- Crit.mult +10.00% Phys.pwr +10 (+4 eff.) Acc +3 (+2 eff.) Apr +5 Melee Ret 6 physical ----- def ----- Armour +7 Defense +2 (+1 eff.) Resists +14% cold Spell.save +6 (+2 eff.) ---------- misc Stam/turn +0.60 Masteries +0.30 Technique/Combat training 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 [Rare] Master While equipped: Stats +7 Dex dps ---------- Mind.crit +1% ----- def ----- Armour +5 Defense +1 (+1 eff.) Resists +9% lightning +11% cold Crit.chn- 10.00% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Ego+] Arcane While equipped: Stats +2 Mag +3 Wil ----- def ----- Defense +2 (+1 eff.) Spell.save +16 (+6 eff.) Mind.save +7 (+3 eff.) ---------- misc Max.mana +57.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T2 cloth armor [Rare] Nature While equipped: Stats +3 Wil dps ---------- Dmg.mod +14% lightning Res.pen +5% cold ----- def ----- Resists +27% lightning +9% cold +12% blight +9% all Spell.save +3 (+1 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego++] Arcane While equipped: Stats +6 Mag dps ---------- Dmg.mod +11% acid +38% physical +13% cold +14% temporal +16% fire Res.pen +9% temporal +7% physical ----- def ----- Resists +14% acid +14% physical +10% fire +10% cold +13% all Anom.red +13 ---------- misc Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego++] Arcane While equipped: Stats +4 Mag dps ---------- Dmg.mod +16% acid +18% temporal +21% cold +12% fire +25% physical Res.pen +12% temporal +9% physical ----- def ----- Resists +14% acid +14% physical +13% fire +14% cold +13% all Anom.red +12 ---------- misc Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego++] Arcane While equipped: Stats +4 Mag dps ---------- Spell.pwr +13 (+4 eff.) Dmg.mod +12% temporal +15% physical +10% all Res.pen +8% temporal +9% physical ----- def ----- Resists +13% all Anom.red +11 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Random Unique] Nature/Master While equipped: Stats +3 Mag +2 Wil +4 Con dps ---------- Dmg.mod +14% nature +15% cold On Hit (Melee): * 10% chance to reduce armor by 9% ----- def ----- Armour +3 Defense +3 (+1 eff.) Resists +22% cold +21% nature +13% all Crit.chn- 5.00% Phys.save +23 (+10 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 30 ----- def ----- Armour +15 Fatigue +3% Resists +15% cold Crit.chn- 15.00% Disarm- +20% Confus- +20% Pinning- +20% ---------- misc Infravis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T1 feet armor [Rare] Nature While equipped: Stats +1 Dex dps ---------- Res.pen +10% lightning +5% physical Acc +15 (+8 eff.) ----- def ----- Armour +1 Crit.chn- 5.00% HP.reg +1.00 Heal.mod +11% Disarm- +20% A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Ego++] Master/Psionic While equipped: Stats +3 Str +3 Wil +4 Cun +2 Con ----- def ----- Armour +3 Phys.save +9 (+5 eff.) Spell.save +7 (+3 eff.) Mind.save +8 (+3 eff.) Rush: Puts all charms on 22 cooldown Level 2.0 Pwr.cost 22 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% fire ----- def ----- Armour +1 Phys.save +3 (+2 eff.) Spell.save +9 (+3 eff.) Mind.save +6 (+2 eff.) HP.reg +2.00 Heal.mod +11% Silence- +10% A pair of boots made of leather. |
![]() 1.0 T2 hands armor [Ego+] Master While equipped: ----- def ----- Armour +6 Mind.save +7 (+3 eff.) Max.HP +41.00 Unarmed combat: Power 135% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +5 Apr +3 Crit +3.0% Atk.spd 100% On Hit: 10% Battle Shout 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Ego++] Arcane While equipped: Stats +3 Cun +3 Mag dps ---------- Spell.crit +5% Spell.pwr +7 (+2 eff.) ----- def ----- Armour +2 Resists +7% light +7% darkness ---------- misc Mana/turn +0.17 Infravis +1 Unarmed combat: Power 125% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +8 arcane On Crit.r2 +19 light +20 darkness On Hit: 10% Elemental Bolt 3 Starfall: Puts all charms on 17 cooldown Level 1.0 Pwr.cost 17 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 23.89 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.pwr +4 (+1 eff.) Dmg.mod +12% darkness Res.pen +15% darkness +15% light ----- def ----- Armour +1 Fatigue +1% Resists +3% acid +3% darkness A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +2 Str +1 Dex +2 Wil +2 Cun dps ---------- Mind.pwr +3 (+1 eff.) Apr +1 ----- def ----- Armour +1 Fatigue +1% Resists +6% mind Spell.save +3 (+1 eff.) Die.at -80.00 life A cap made of leather. |
![]() 2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +2 Wil dps ---------- Dmg.mod +11% lightning ----- def ----- Defense +1 (+1 eff.) Resists +16% lightning Phys.save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
![]() 9.0 T1 light armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +10% blight +15% fire +11% nature A suit of armour made of leather. |
![]() 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 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. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) 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 (+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. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
![]() 1.0 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.(142 power, based on Willpower). Uses 9 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. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 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. |
![]() 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. |
![]() 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 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. |
![]() 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 Karsa Orlong the Krog Mindslayer level 9
3rd Flare 122nd year of Ascendancy at 08:29 see stats
By Karsa Orlong the Krog Mindslayer level 25
20th Haze 122nd year of Ascendancy at 23:10 see stats
By Karsa Orlong the Krog Mindslayer level 21
56th Dusk 122nd year of Ascendancy at 15:43 see stats
By Karsa Orlong the Krog Mindslayer level 25
20th Haze 122nd year of Ascendancy at 14:10 see stats
By Karsa Orlong the Krog Mindslayer level 10
9th Flare 122nd year of Ascendancy at 08:54 see stats
By Karsa Orlong the Krog Mindslayer level 20
52nd Dusk 122nd year of Ascendancy at 05:21 see stats
By Karsa Orlong the Krog Mindslayer level 19
43rd Dusk 122nd year of Ascendancy at 10:30 see stats
By Karsa Orlong the Krog Mindslayer level 21
56th Dusk 122nd year of Ascendancy at 09:13 see stats
By Karsa Orlong the Krog Mindslayer level 8
79th Pyre 122nd year of Ascendancy at 15:03 see stats
By Karsa Orlong the Krog Mindslayer level 21
54th Dusk 122nd year of Ascendancy at 19:49 see stats
By Karsa Orlong the Krog Mindslayer level 15
15th Dusk 122nd year of Ascendancy at 01:24 see stats
Log
Ghast receives 46 healing from Ghoulking's purging blight area effect.
The Master casts Invoke Darkness.
The Master hits Karsa Orlong for (32 to psi shield), (36 antimagic), 13 darkness (13 total damage).
Spikes of Decrepitude hits Karsa Orlong for (36 antimagic), 2 cold, (13 to psi shield), (20 antimagic), 0 darkness (2 total damage).
Karsa Orlong uses Infusion: Movement.
Karsa Orlong is moving at extreme speed!
Karsa Orlong slows down.
Karsa Orlong breathes acid!
Ghast shrugs off the effect 'Disarmed'!
Ghast shrugs off the effect 'Disarmed'!
Ghast shrugs off the effect 'Disarmed'!
Ghast shrugs off the effect 'Disarmed'!
Karsa Orlong's Beyond the Flesh performs a melee critical strike against Ghast!
Karsa Orlong damages himself through Martyrdom!
Ghast hits Karsa Orlong for (3 to psi shield), (4 antimagic), 0 acid, (5 to psi shield), 7 physical (7 total damage).
Ghast hits Karsa Orlong for (3 to psi shield), 5 physical, (1 to psi shield), 1 physical, (0 to psi shield), (0 antimagic), 0 acid, (0 to psi shield), 1 physical, (3 to psi shield), (4 antimagic), 0 acid, (0 to psi shield), (0 antimagic), 0 acid, (0 to psi shield), 1 physical (8 total damage).
Ghast hits Karsa Orlong for (3 to psi shield), (4 antimagic), 0 acid (0 total damage).
Karsa Orlong's Beyond the Flesh hits Ghast for 106 acid, 239 physical, 44 physical, 5 acid, 21 physical, 0 arcane, 5 acid, 21 physical, 0 arcane (441 total damage).
Karsa Orlong's Beyond the Flesh hits Ghast for 106 acid damage.
Karsa Orlong's Beyond the Flesh hits Ghast for 106 acid damage.
Karsa Orlong's Beyond the Flesh hits Ghast for 163 physical, 45 physical, 5 acid, 21 physical, 0 arcane, 106 acid, 5 acid, 21 physical, 0 arcane (365 total damage).
Karsa Orlong's Beyond the Flesh hits Ghast for 130 physical, 5 acid, 21 physical, 0 arcane, 106 acid (262 total damage).
Karsa Orlong's Beyond the Flesh hits Ghast for 106 acid damage.
Karsa Orlong's Beyond the Flesh hits Ghoulking for 124 physical, 39 physical, 5 acid, 19 physical, 0 arcane, 5 acid, 19 physical, 0 arcane (210 total damage).
Ghast hits Karsa Orlong for (3 to psi shield), (4 antimagic), 0 acid (0 total damage).
Ghast hits Karsa Orlong for (3 to psi shield), 4 physical, (0 to psi shield), (0 antimagic), 0 acid, (0 to psi shield), 1 physical, (3 to psi shield), (4 antimagic), 0 acid (5 total damage).
Ghast hits Karsa Orlong for (3 to psi shield), (4 antimagic), 0 acid (0 total damage).
Ghoulking hits Karsa Orlong for (3 to psi shield), 4 physical, (1 to psi shield), 1 physical, (0 to psi shield), (0 antimagic), 0 acid, (0 to psi shield), 1 physical, (0 to psi shield), (0 antimagic), 0 acid, (0 to psi shield), 1 physical (6 total damage).
Karsa Orlong the level 29 krog mindslayer was swiped to death by a ghast on level 9 of Dreadfell.