Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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:
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 1.7.6Donators/Buyers bonus! 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:
Possessor Bonus Class 1.7.4Donators/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 Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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 Adventure |
Sex | Male |
Race | Thalore |
Class | Mindslayer |
Level / Exp | 24 / 41% |
Size | medium |
Lifes / Deaths | Killed by Layiriana the giant black ant at level 20 on the 61st Dusk 122nd year of Ascendancy at 13:57 4 / 2Killed by Glybeth the thief at level 24 on the 3rd Haze 122nd year of Ascendancy at 01:10 |
Primary Stats
Strength | 37 (base 11) |
Dexterity | 48 (base 10) |
Constitution | 20 (base 10) |
Magic | 8 (base 10) |
Willpower | 69 (base 53) |
Cunning | 56 (base 44) |
Resources
Life | 661/661 |
Psi | 109/109 |
Healing Factor | 1.2270588855781 |
Regeneration | 2.6381766039929 |
Speed
Mental | +10% |
Attack | 0% |
Movement | +22.783646509902% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Offense: Mainhand
Damage | 70 |
Accuracy | 54 |
Crit Chance | 29% |
APR | 9 |
Speed | 0.91 |
Offense: Offhand
Damage | 20 |
Accuracy | 54 |
Crit Chance | 39% |
APR | 24 |
Speed | 0.82 |
Offense: Spell
Spellpower | 8 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 44 |
Crit Chance | 17% |
Speed | 1 |
Offense: Damage Bonus
Cold | +17% |
Light | +10% |
Nature | +5% |
Blight | +3% |
Physical | +17% |
Fire | +6% |
All | 0% |
Offense: Damage Penetration
Darkness | +5% |
Temporal | +20% |
Lightning | +5% |
Arcane | +5% |
Fire | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 11 (55.65183292883%) |
Defense | 64 |
Ranged Defense | 64 |
Fatigue | 0 |
Physical Save | 41 |
Spell Save | 25 |
Mental Save | 36 |
Defense: Resistances
Acid | + 18%( 70%) |
Blight | + 26%( 70%) |
Arcane | + 26%( 70%) |
Cold | + 39%( 70%) |
All | + 13%( 70%) |
Light | + 35%( 70%) |
Temporal | + 15%( 70%) |
Physical | + 22%( 70%) |
Mind | + 22%( 70%) |
Nature | + 21%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 10% |
Bleed Resistance | 10% |
Confusion Resistance | 22% |
Disarm Resistance | 50% |
Stun Resistance | 20% |
Poison Resistance | 20% |
Knockback Resistance | 0% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 271 life over 5 turns. Its effects scale with your Cunning 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 50 then cleanse 1 wound, poison, and disease effect. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 607% 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 Willpower stat. |
Class Talents
Psionic / Absorption | 1.30 |
| 5/5 |
| 0/5 |
| 4/5 |
| 0/5 |
Psionic / Augmented striking | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Voracity | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Focus | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Projection | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Psi-fighting | 1.30 |
| 3/5 |
| 3/5 |
| 5/5 |
| 3/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Psionic / Augmented mobility | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 2/5 |
Cunning / Scoundrel | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
talent | Augmentation |
talent | Skate |
talent | Beyond the Flesh |
talent | Kinetic Shield |
talent | Charged Shield |
talent | Kinetic Aura |
beneficial effect | Increases defense by 12. Mobile Defense |
Quests
You successfully escorted the lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You failed to protect the repented thief from death by Emora the forest troll. Escort: repented thief (level 3 of Trollmire) | failed |
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 Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | 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 |
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: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * '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 vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 within2 lumberjacks have died. | done |
Equipment
Psionic focus | Drake's Bane (164% power, 21 apr) Drake's Bane (164% power, 21 apr)3.0 T2 battleaxe 1H weapon [Unique] Master Power 164% Range: 1.5x Uses 102% Wil 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 (+3 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. |
On hands | Sludgegrip (0 def, 0 armour) 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. |
Light source | bright brass lantern of health bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +44.00 ---------- 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. |
On head | Silota the Blastnaught (0 def, 1 armour) Silota the Blastnaught (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Wil dps ---------- Res.pen +5% lightning ----- def ----- Armour +1 Fatigue +1% Resists +5% blight +9% cold Phys.save +3 (+1 eff.) Spell.save +3 (+1 eff.) Mind.save +9 (+4 eff.) Max.HP +60.00 A cap made of leather. |
On feet | Toroneg (5 def, 3 armour) Toroneg (5 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +3 Defense +5 (+1 eff.) Fatigue -3% Resists +5% arcane Phys.save +7 (+2 eff.) Max.HP +40.00 Cut- +10% Silence- +10% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.enc +21 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | Burnrip the ash totem of healing [power 206] (15 cooldown) Burnrip the ash totem of healing [power 206] (15 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: Stats +6 Con dps ---------- Dmg.mod +6% fire Res.pen +15% fire ----- def ----- Defense +20 (+5 eff.) Heal yourself and all friendly characters within 10 spaces for 206 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | marksman's copper ring of light (+20%) marksman's copper ring of light (+20%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +10% light Acc +4 (+1 eff.) ----- def ----- Resists +20% light Rings make your fingers look great! |
On fingers | copper ring 'Starwild' copper ring 'Starwild'0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +4 Dex +3 Con dps ---------- Mind.crit +1% Melee Ret 2 light ----- def ----- Phys.save +6 (+2 eff.) ---------- misc Psi/ret +0.08 Rings make your fingers look great! |
Around neck | Porona the steel amulet Porona the steel amulet0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +5 Lck +3 Wil dps ---------- Res.pen +5% arcane Acc +7 (+2 eff.) Melee Ret 2 arcane On Hit (Melee): * 20% chance to reduce all saves and defense by 28 ----- def ----- Defense +6 (+2 eff.) Resists +11% mind +5% arcane Unseen.red 12% Confus- +22% Amulets make your neck look great! |
In main hand | stralite longsword 'Layyriakira' (151% power, 5 apr) stralite longsword 'Layyriakira' (151% power, 5 apr)3.0 T4 longsword 1H weapon [Random Unique] Arcane/Master Power 152% Range: 1.4x Uses 85% Wil Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Melee+ +9 light Against +14% Undead On Crit: * Wound the target dealing 181 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +5 Dex dps ---------- Phys.crit +9.0% Phys.pwr +10 (+4 eff.) Phys.spd +10% Dmg.mod +3% blight Res.pen +20% temporal Acc +11 (+4 eff.) ----- def ----- Resists +3% temporal Def/telep +15 Res/telep +15% Dur/telep +15% Sharp, long, and deadly. |
Around waist | Goth the Unlightwell Goth the Unlightwell1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Res.pen +5% darkness Acc +15 (+5 eff.) ----- def ----- Armour +2 Fatigue -5% Die.at -60.00 life ---------- misc Max.enc +21 A belt that goes around your waist. |
In off hand | Swordbreaker (139% power, 20 apr) Swordbreaker (139% power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 139% Range: 1.3x Uses 92% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+4 eff.) Phys.save +15 (+5 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Cloak | linen cloak 'Layomille' (11 def, 0 armour) linen cloak 'Layomille' (11 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Dex dps ---------- Dmg.mod +6% physical ----- def ----- Defense +11 (+3 eff.) Phys.save +3 (+1 eff.) Die.at -80.00 life Max.HP +30.00 ---------- misc Max.stam +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | woollen robe 'Frozenonslaught' (0 def, 0 armour) woollen robe 'Frozenonslaught' (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Nature While equipped: dps ---------- Dmg.mod +17% cold +11% physical ----- def ----- Resists +6% acid +11% physical +6% light +5% blight +21% cold +5% arcane +9% all Max.HP +42.00 HP.reg +1.90 Heal.mod +14% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion (heal 42; cd 15) healing infusion (heal 42; cd 15)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 42 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion (die at -196; dur 6; cd 35) heroism infusion (die at -196; dur 6; cd 35)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 35 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 -196 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 196 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion (die at -234; dur 5; cd 31) heroism infusion (die at -234; dur 5; cd 31)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 31 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 5 turns. While Heroism is active, you will only die when reaching -234 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 234 life, 5 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion (die at -303; dur 7; cd 30) heroism infusion (die at -303; dur 7; cd 30)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 30 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 7 turns. While Heroism is active, you will only die when reaching -303 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 303 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 20%; magical; dur 2; cd 10) wild infusion of the titan (res 20%; magical; dur 2; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 20% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
acid wave rune (damage 101; dur 4; cd 17) acid wave rune (damage 101; dur 4; cd 17)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 101.00 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the titan (range 4; phase 14; cd 12) blink rune of the titan (range 4; phase 14; cd 12)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 12 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 14%, your defense is increased by 14 and all your resistances by 14%. 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. |
shielding rune (absorb 148; dur 5; cd 18) shielding rune (absorb 148; dur 5; cd 18)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 148 damage for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
steel amulet of manastreaming steel amulet of manastreaming0.1 T2 amulet jewelry [Ego+] Arcane While equipped: Stats +3 Mag dps ---------- S.pwr/crit +3 ---------- misc Mana/turn +0.14 Max.mana +24.00 Amulets make your neck look great! |
Silent Blade (139% power, 10 apr) Silent Blade (139% power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Master Power 139% Range: 1.3x Uses 30% Wil, 55% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+3 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Sunrupture the steel dagger (118% power, 6 apr) Sunrupture the steel dagger (118% power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Nature Power 118% Range: 1.3x Uses 42% Wil, 42% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 light On Hit.r1 +20 light While equipped: Stats +7 Con +6 Wil dps ---------- Dmg.mod +3% light Res.pen +15% lightning ----- def ----- Max.HP +31.00 ---------- misc Light +3 Sharp, short and deadly. |
balanced steel dagger (115% power, 6 apr) balanced steel dagger (115% power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Master Power 115% Range: 1.3x Uses 42% Wil, 42% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +8 (+2 eff.) Disarm- +26% Sharp, short and deadly. |
hateful iron dagger (114% power, 5 apr) hateful iron dagger (114% power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Psionic Power 114% Range: 1.3x Uses 42% Wil, 42% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +5 darkness Against +5% Living Sharp, short and deadly. |
steel dagger of enduring (118% power, 6 apr) steel dagger of enduring (118% power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Nature Power 118% Range: 1.3x Uses 42% Wil, 42% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +7 Con +6 Wil ----- def ----- Max.HP +24.00 Sharp, short and deadly. |
Greenguile (130% power, 1 apr) Greenguile (130% power, 1 apr)5.0 T1 greatmaul 2H weapon [Rare] Arcane Power 131% Range: 1.5x Uses 102% Wil Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Melee+ +4 darkness +12 nature On Hit.r1 +8 nature On Hit: * 20% chance to slow global speed by 55% * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: Stats +1 Str +4 Dex +4 Con Massive two-handed mauls. |
arcing iron greatmaul of massacre (142% power, 1 apr) arcing iron greatmaul of massacre (142% power, 1 apr)5.0 T1 greatmaul 2H weapon [Ego] Arcane/Master Power 142% Range: 1.5x Uses 102% Wil Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Massive two-handed mauls. |
Flametide (175% power, 2 apr) Flametide (175% power, 2 apr)3.0 T3 greatsword 2H weapon [Random Unique] Master Power 175% Range: 1.6x Uses 102% Wil Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +6.5% Atk.spd 100% On Hit.r1 +12 fire On Crit: * Wound the target dealing 181 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +6 Str dps ---------- Phys.crit +12.0% Phys.pwr +12 (+4 eff.) Dmg.mod +10% physical Acc +19 (+6 eff.) ----- def ----- Resists +3% fire Massive two-handed swords. |
iron greatsword (127% power, 1 apr) iron greatsword (127% power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 127% Range: 1.6x Uses 102% Wil Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
iron greatsword (128% power, 1 apr) iron greatsword (128% power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 128% Range: 1.6x Uses 102% Wil Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
elm longbow of fire elm longbow of fire4.0 T1 longbow 2H weapon Reqs Shoot [Ego] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 Ranged+ +9 fire While equipped: dps ---------- Dmg.mod +14% fire Longbows are used to shoot arrows at your foes. |
Eilinydhenne the Obsidiansquall (77% power, 12 apr, mind damage) Eilinydhenne the Obsidiansquall (77% power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Rare] Nature Power 77% 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 +5 (+1 eff.) Res.pen +10% darkness Melee Ret 4 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 23% ----- def ----- Resists +6% acid +5% arcane +12% blight ---------- 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. |
mossy mindstar (75% power, 12 apr, mind damage) mossy mindstar (75% power, 12 apr, mind damage)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. |
mossy mindstar (77% power, 12 apr, mind damage) mossy mindstar (77% power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Normal] Nature Power 77% 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. |
ranger's cured leather sling ranger's cured leather sling4.0 T2 sling 1H weapon Reqs Shoot [Ego] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: Stats +2 Dex Slings are used to hurl stones or metal shots at your foes. |
Poruda the linen cloak (7 def, 0 armour) Poruda the linen cloak (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Dex +3 Mag +1 Con dps ---------- Dmg.mod +6% physical Res.pen +5% acid ----- def ----- Defense +7 (+2 eff.) Phys.save +7 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Urthethel the woollen robe (0 def, 0 armour) Urthethel the woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Rare] Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +7 (+2 eff.) Dmg.mod +13% darkness +15% physical Res.pen +9% darkness +9% physical On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +6% acid +9% temporal +6% blight +15% cold +5% arcane +9% all ---------- misc Max.hate +7.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe (0 def, 0 armour) linen robe (0 def, 0 armour)2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven cashmere robe (0 def, 0 armour) stormwoven cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Nature While equipped: Stats +6 Str +6 Mag +4 Wil dps ---------- Dmg.mod +5% lightning +11% physical +11% cold ----- def ----- Resists +7% lightning +9% cold +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Unlightfiend (0 def, 3 armour) Unlightfiend (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +5 Cun +7 Wil dps ---------- Melee Ret 4 light On Hit (Melee): * 20% chance to reduce damage dealt by 23% ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +6% temporal Mind.save +6 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots of speed (0 def, 1 armour) pair of rough leather boots of speed (0 def, 1 armour)2.0 T1 feet armor [Ego] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +1 A pair of boots made of leather. |
traveler's pair of iron boots of evasion (4 def, 3 armour) traveler's pair of iron boots of evasion (4 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +3 Defense +4 (+1 eff.) Fatigue -3% Phys.save +5 (+1 eff.) ---------- misc Max.enc +24 Evasion: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 30% chance to evade melee and ranged attacks and 27 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Flashknave (0 def, 2 armour) Flashknave (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str dps ---------- Phys.pwr +10 (+4 eff.) Res.pen +25% lightning ----- def ----- Armour +2 Fatigue +3% Resists +15% lightning +3% temporal +5% arcane +6% light Spell.save +12 (+6 eff.) 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. |
Storm Bringer's Gauntlets (0 def, 5 armour) Storm Bringer's Gauntlets (0 def, 5 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+12 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
corrosive dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour) corrosive dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 7 acid Dmg.mod +3% acid Acc +13 (+4 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +6% acid 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. |
Flaretrail the iron helm (0 def, 3 armour) Flaretrail the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str +6 Con dps ---------- Phys.pwr +9 (+3 eff.) Res.pen +10% fire ----- def ----- Armour +3 Fatigue +5% Resists +1% physical Die.at -80.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Polewen the rough leather cap (0 def, 1 armour) Polewen the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +6 Mag +3 Con ----- def ----- Armour +1 Fatigue +1% Resists +6% acid Mind.save +12 (+5 eff.) Cut- +20% A cap made of leather. |
linen wizard hat of fire (+16%) (1 def, 0 armour) linen wizard hat of fire (+16%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Defense +1 (+0 eff.) Resists +16% fire A pointy cloth hat, very wizardly... |
thaloren iron helm (0 def, 3 armour) thaloren iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Wil ----- def ----- Armour +3 Fatigue +5% Resists +6% blight Mind.save +7 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
prismatic rough leather armour of cold resistance (3 def, 2 armour) prismatic rough leather armour of cold resistance (3 def, 2 armour)9.0 T1 light armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +15% cold +10% light +11% darkness A suit of armour made of leather. |
Glana the Wintermonster (0 def, 9 armour) Glana the Wintermonster (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Rare] Master While equipped: Stats +2 Mag +7 Wil dps ---------- Res.pen +20% cold ----- def ----- Armour +9 Fatigue +22% Resists +19% acid ---------- misc Light +3 Infravis +2 See.Invis +9 A suit of armour made of metal plates. |
5 agate 5 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. |
210 alchemist agate 210 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
5 aquamarine 5 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal 2 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. |
4 topaz 4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 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. |
8 spinel 8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 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. |
brass lantern brass lantern2.0 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. |
Crystal Focus Crystal Focus0.0 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. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) 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 Chest 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. |
pouch of iron shots of grasping (17/17, 123% power, 1 apr) pouch of iron shots of grasping (17/17, 123% power, 1 apr)3.0 T1 shot ammo [Ego+] Nature Power 123% Range: 1.2x Uses 109% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 17 On Hit: * 20% chance to create vines that bind the target to the ground dealing 178 nature damage and pinning them for 3 turns Shots are used with slings to pummel your foes to death. |
supercharged ash totem of healing [power 230] (19 cooldown) supercharged ash totem of healing [power 230] (19 cooldown)2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 230 Puts all charms on 19 cooldown Natural totems are made by powerful wilders to store nature power. |
2 amethyst 2 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. |
Ce'Nagavena the Nightwish [power 110] (20 cooldown) Ce'Nagavena the Nightwish [power 110] (20 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +9% darkness Res.pen +15% fire ----- def ----- Resists +3% nature +3% darkness Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage penetration by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
4 ametrine 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. |
5 citrine 5 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. |
3 zircon 3 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
By Brother Diligence the Thalore Mindslayer level 10
2nd Flare 122nd year of Ascendancy at 15:07 see stats
By Brother Diligence the Thalore Mindslayer level 10
4th Mirth 122nd year of Ascendancy at 01:29 see stats
By Brother Diligence the Thalore Mindslayer level 20
60th Dusk 122nd year of Ascendancy at 12:56 see stats
By Brother Diligence the Thalore Mindslayer level 6
79th Pyre 122nd year of Ascendancy at 07:02 see stats
By Brother Diligence the Thalore Mindslayer level 22
1st Time of Equilibrium 122nd year of Ascendancy at 11:48 see stats
By Brother Diligence the Thalore Mindslayer level 16
13rd Dusk 122nd year of Ascendancy at 10:37 see stats
Log
Brother Diligence activates Beyond the Flesh.
Talent Resonance Field is ready to use.
Talent Infusion: Movement is ready to use.
Talent Telekinetic Leap is ready to use.
Talent Infusion: Wild is ready to use.
Talent Kinetic Shield is ready to use.
Brother Diligence activates Kinetic Shield.
Talent Charged Shield is ready to use.
Brother Diligence activates Charged Shield.
Talent Infusion: Healing is ready to use.
Talent Kinetic Aura is ready to use.
Brother Diligence activates Kinetic Aura.
Talent Realign is ready to use.
Talent Quick as Thought is ready to use.
Talent Augmentation is ready to use.
Brother Diligence activates Augmentation.
Talent Thermal Leech is ready to use.
Talent Gift of the Woods is ready to use.
Rested for 41 turns (stop reason: all resources and life at maximum).
You may not auto-explore this level.
Saving done.
Ran for 2 turns (stop reason: interesting character).
There is a A gate into the Maze here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
You are sent back to the material plane!
Saving game...
Saving done.