
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Ashes of Urh'Rok 1.6.7Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.7Official 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 1.6.6Donators/Buyers bonus! Better Item Description 1.6.6This 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 Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Bulwark |
| Level / Exp | 17 / 58% |
| Size | medium |
| Lifes / Deaths | Killed by Poltergeist Dazzleschism at level 17 on the 15th Dusk 122nd year of Ascendancy at 01:30 / 1 |
Primary Stats
| Strength | 57 (base 36) |
| Dexterity | 15 (base 12) |
| Constitution | 54 (base 42) |
| Magic | 10 (base 10) |
| Willpower | 14 (base 10) |
| Cunning | 10 (base 10) |
Resources
| Life | -206/918 |
| Stamina | 77/78 |
| Healing Factor | 1.6946428571429 |
| Regeneration | 20.583390511469 |
Speed
| Mental | -30% |
| Attack | -30% |
| Movement | 0% |
| Spell | -30% |
| Global | +91.390728476821% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 76 |
| Accuracy | 37 |
| Crit Chance | 4% |
| APR | 5 |
| Speed | 1.43 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 1% |
| Speed | 1.4285714285714 |
Offense: Mind
| Mindpower | 13 |
| Crit Chance | 1% |
| Speed | 1.4285714285714 |
Offense: Damage Bonus
| Physical | +4% |
| Lightning | +3% |
| Fire | +15% |
| Light | +6% |
Offense: Damage Penetration
| Lightning | +10% |
| Fire | +15% |
| Darkness | +5% |
Defense: Base
| Armour (hardiness) | 59.720756678954 (73.452380952381%) |
| Defense | 22 |
| Ranged Defense | 22 |
| Fatigue | 20 |
| Physical Save | 35 |
| Spell Save | 25 |
| Mental Save | 14 |
Defense: Resistances
| Acid | + 24%( 70%) |
| Blight | + 27%( 70%) |
| Arcane | + 21%( 70%) |
| Cold | + 38%( 70%) |
| All | + 13%( 70%) |
| Darkness | + 21%( 70%) |
| Temporal | + 18%( 70%) |
| Mind | + 25%( 70%) |
| Fire | + 29%( 70%) |
| Lightning | + 28%( 70%) |
Defense: Immunities
| Knockback Resistance | 60% |
| Stun Resistance | 60% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 23% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 157 life over 5 turns. Its effects scale with your Dexterity 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. |
Class Talents
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Shield offense | 1.50 |
| 2/5 |
| 3/5 |
| 2/5 |
| 1/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Cunning / Survival | 1.21 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Effects
| talent | Daunting Presence |
| talent | Last Stand |
| talent | Shield Wall |
| detrimental effect | The target is on fire, taking 23.48 fire damage per turn. Burning |
| detrimental effect | The target has been dominated. It is unable to move and has lost 5 armor and 7 defense. Attacks from Poltergeist Dazzleschism gain 26% damage penetration. Dominated |
| detrimental effect | Renders a random talent unavailable. Talent cooldown is halved until the effect has worn off. Brainlocked |
| detrimental effect | Reduces global action speed by 9% and all outgoing projectiles speed by 27%. Congeal Time |
| detrimental effect | The target is poisoned, taking 45.39 nature damage per turn. Deadly Poison |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The gloom has confused the target, making it act randomly (30% chance) and unable to perform complex actions. Confused by the gloom |
| detrimental effect | The target is crippled, reducing melee, spellcasting and mind speed by 30%. Cripple |
| detrimental effect | Huge cut that bleeds, doing 19.28 physical damage per turn. Bleeding |
Quests
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You failed to protect the lost sun paladin from death by fire drake hatchling. Escort: lost sun paladin (level 1 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You failed to protect the worried loremaster from death by stone troll. Escort: worried loremaster (level 2 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 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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | active |
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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed bloated horror heart. | active |
Equipment
| On feet | grounding pair of rough leather boots of rushing (0 def, 1 armour)2.0 T1 feet armor [Ego+] Nature/Master While equipped: Stats +2 Str +2 Con ----- def ----- Armour +1 Resists +6% lightning +6% temporal Rush: Puts all charms on 25 cooldown Level 2.6 Pwr.cost 25 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. |
| Light source | brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +45.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | thaloren iron helm of might (0 def, 3 armour)3.0 T1 head armor [Ego++] Master While equipped: Stats +3 Str +2 Wil +3 Con dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +6% blight Mind.save +6 (+6 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | sand hardened leather gloves of strength (+2) (0 def, 7 armour)1.0 T2 hands armor [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +10 (+3 eff.) Melee+ 7 physical Dmg.mod +4% physical ----- def ----- Armour +7 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. |
| Tool | Crackleoracle the iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +3% lightning Res.pen +15% fire Melee Ret 2 lightning 4 fire On Hit (Melee): * 10 arcane resource burn ----- def ----- Fatigue -5% Spell.save +3 (+2 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Galefist0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +6% fire Res.pen +10% lightning ----- def ----- Resists +12% lightning Phys.save +4 (+2 eff.) Rings can have magical properties. |
| On fingers | warrior's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Rings can have magical properties. |
| Around neck | Kindlebutcher0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +7 Str +2 Wil dps ---------- Dmg.mod +9% fire ----- def ----- Resists +14% mind +6% fire Confus- +23% ---------- misc Masteries +0.21 Cunning/Survival Amulets can have magical properties. |
| In main hand | dwarven-steel longsword 'Day's kiss' (126% power, 4 apr)3.0 T3 longsword 1H weapon [Rare] Nature Power 127% 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% Melee+ +8 nature +8 light On Hit: * 20% chance to slow global speed by 33% While equipped: dps ---------- Dmg.mod +6% light Res.pen +5% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 8% Sharp, long, and deadly. |
| Around waist | rough leather belt 'Vorata'1.0 T1 belt armor [Rare] Nature While equipped: Stats +3 Dex +3 Con dps ---------- Apr +1 ----- def ----- Resists +5% arcane Max.HP +33.00 A belt that goes around your waist. |
| In off hand | exposing steel shield of cold resistance (+19%) (0 def, 4 armour, 100% power, 41.5 block)7.0 T2 shield armor [Ego] Master/Psionic When used to Attack: Power 111% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.5% proc dam (max 250%) Crit +3.0% Block +42 While equipped: dps ---------- On Hit (Melee): * 6% chance to reduce all saves and defense by 8 On Melee Ret: * 11% chance to reduce all saves and defense by 8 ----- def ----- Armour +4 Fatigue +8% Resists +19% cold ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | linen cloak 'Brodandil' (21 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: ----- def ----- Armour +6 Defense +21 (+10 eff.) Resists +3% acid +10% cold +5% arcane +3% fire Heal.mod +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Iron Mail of Bloodletting (2 def, 4 armour)14.0 T2 heavy armor [Unique] Arcane While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +3.00 Heal.mod +30% ---------- misc Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
Inventory
Rune of the Rift (206.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (143% of a turn) Is a spell Description: Inflicts 175.10 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the warrior (damage 132; dur 4; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 132.09 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune (range 3; phase 13; cd 12)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 3 Cooldown 12 Travel.spd instantaneous Usage Speed Spell (143% of a turn) Is a spell Description: Activate the rune to teleport up to 3 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 13%, your defense is increased by 13 and all your resistances by 13%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
steel amulet0.1 T2 amulet jewelry [Normal] Amulets can have magical properties. |
steel amulet0.1 T2 amulet jewelry [Normal] Amulets can have magical properties. |
steel battleaxe (124% power, 2 apr)3.0 T2 battleaxe 2H weapon [Normal] Power 124% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Massive two-handed battleaxes. |
Unerring Scalpel (111% power, 25 apr)1.0 T1 dagger 1H weapon Reqs Cun 16 [Unique] Arcane Power 111% Range: 1.3x Uses 45% Str, 55% Dex Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +25 Crit +0.0% Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+7 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
dwarven-steel dagger (113% power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Normal] Power 113% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Sharp, short and deadly. |
steel dagger (104% power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Normal] Power 105% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Sharp, short and deadly. |
Unstoppable Mauler (159% power, 15 apr)5.0 T3 greatmaul 2H weapon [Unique] Master Power 160% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +15 Crit +3.0% Atk.spd 100% On Hit: 15% Sunder Armour 3 While equipped: dps ---------- Acc +20 (+7 eff.) ----- def ----- Pinning- +100% Knockbk- +100% Fearless Cleave: Level 3.0 Pwr.cost 18 out of 18/18. Range melee/personal Travel.spd instantaneous Description: Take a step toward your foes then use the momentum to cleave all creatures adjacent to you for 131% weapon damage. A huge greatmaul of incredible weight. Wielding it, you feel utterly unstoppable. |
arcing dwarven-steel greatmaul (150% power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego] Arcane Power 150% 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% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Massive two-handed mauls. |
chilling steel greatmaul of projection (135% power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego+] Arcane/Psionic Power 136% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +12 cold On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Massive two-handed mauls. |
steel greatmaul (134% power, 2 apr)5.0 T2 greatmaul 2H weapon [Normal] Power 134% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Massive two-handed mauls. |
Colaryem (159% power, 12 apr)3.0 T3 greatsword 2H weapon [Unique] Arcane Power 160% Range: 1.6x Uses 130% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +11.0% Atk.spd 50% While equipped: Stats +7 Dex dps ---------- Mov.spd +10% Dmg.mod +7% lightning ----- def ----- Fatigue -12% Resists +7% lightning ---------- misc Max.enc +50 Avoid Pressure Traps Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
ranger's ash longbow4.0 T2 longbow 2H weapon Reqs Dex 16 Shoot [Ego] Master Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: Stats +2 Dex Longbows are used to shoot arrows at your foes. |
Prismpulverizer (103% power, 2 apr)3.0 T1 longsword 1H weapon [Rare] Disrupt Power 104% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +4 cold While equipped: dps ---------- Dmg.mod +9% light ----- def ----- Resists +8% acid +8% lightning +11% cold +8% fire +2% all Spell.save +5 (+3 eff.) ---------- misc Light +1 Sharp, long, and deadly. |
iron longsword (103% power, 2 apr)3.0 T1 longsword 1H weapon [Normal] Power 104% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Sharp, long, and deadly. |
steel longsword (113% power, 3 apr)3.0 T2 longsword 1H weapon [Normal] Power 113% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Sharp, long, and deadly. |
steel longsword (109% power, 3 apr)3.0 T2 longsword 1H weapon [Normal] Power 109% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Sharp, long, and deadly. |
thought-forged iron mace of massacre (114% power, 2 apr)3.0 T1 mace 1H weapon [Ego] Master/Psionic Power 114% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Melee+ +7 mind On Hit: * 12% chance to reduce all saves and defense by 8 While equipped: Stats +2 Cun +1 Wil Blunt and deadly. |
Bloomsoul (94% power, 13 apr, nature damage)3.0 T2 mindstar 1H weapon Reqs Wil 18 [Unique] Nature Power 95% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +13 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+7 eff.) ----- def ----- HP.reg +2.00 Heal.mod +20% ---------- misc Masteries +0.30 Wild-gift/Fungus Bloom Heal: (Instant) Level 1.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 14 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
caller's thorny mindstar of disruption (94% power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego++] Nature/Disrupt Power 95% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Against +5% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+6 eff.) Dmg.mod +5% acid +5% fire +7% cold +8% physical Res.pen +5% acid +4% fire +3% cold +4% physical ----- def ----- Heal/summ +21 ---------- misc Max.summ +1 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. |
creative thorny mindstar of balance (96% power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature/Psionic Power 96% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Cun dps ---------- Mind.crit +3% Crit.mult +7.00% Mind.pwr +6 (+6 eff.) ----- def ----- Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) ---------- misc Equi/ret +0.80 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. |
cured leather sling4.0 T2 sling 1H weapon Reqs Dex 16 Shoot [Normal] Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Slings are used to hurl stones or metal shots at your foes. |
cured leather sling4.0 T2 sling 1H weapon Reqs Dex 16 Shoot [Normal] Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Slings are used to hurl stones or metal shots at your foes. |
cured leather sling of enduring4.0 T2 sling 1H weapon Reqs Dex 16 Shoot [Ego+] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: Stats +8 Con +7 Wil ----- def ----- Max.HP +39.00 Slings are used to hurl stones or metal shots at your foes. |
mage-hunter's cured leather sling of dampening4.0 T2 sling 1H weapon Reqs Dex 16 Shoot [Ego+] Disrupt Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.pwr +6 (+6 eff.) On Hit (Ranged): * 7 arcane resource burn ----- def ----- Resists +8% acid +8% lightning +8% cold +8% fire +2% all Spell.save +6 (+3 eff.) ---------- misc Masteries +0.10 Wild-gift/Antimagic Slings are used to hurl stones or metal shots at your foes. |
surging ash magestaff of warding (111% power, 3 apr, arcane element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+6 eff.) S.pwr/crit +3 Dmg.mod +15% arcane ----- def ----- Armour +6 Defense +5 (+2 eff.) ---------- misc Wards +2 arcane Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
River's Fury (125% power, 8 apr)3.0 T1 trident 2H weapon [Unique] Arcane Power 126% Range: 1.4x Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +8 Crit +5.0% Atk.spd 100% Melee+ +15 cold While equipped: dps ---------- Spell.pwr +10 (+10 eff.) Mov.spd +10% Dmg.mod +10% cold Acc +10 (+4 eff.) ----- def ----- Resists +10% cold On Spell Hit: 20% Glacial Vapour 1 Tidal Wave: Level 1.0 Pwr.cost 80 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 2.96 cold damage and 3.08 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 3 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
hateful steel waraxe of massacre (120% power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Master/Psionic Power 121% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +7 darkness Against +9% Living One-handed war axes. |
plaguebringer's steel waraxe of massacre (113% power, 3 apr)3.0 T2 waraxe 1H weapon [Ego+] Arcane/Master Power 113% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +7 blight On Hit: 20% Epidemic 2 On Hit: * 7% chance to reduce strength, dexterity, and constitution by 6 While equipped: ----- def ----- Disease- +13% One-handed war axes. |
steel waraxe of crippling (109% power, 3 apr)3.0 T2 waraxe 1H weapon [Ego+] Master Power 109% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +5.0% One-handed war axes. |
Stormlash (115% power, 7 apr)3.0 T1 whip 1H weapon [Unique] Arcane Power 115% Range: 1.1x Uses 100% Dex Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +5.0% Atk.spd 125% Dmg.conv 50% dazing lightning On Crit: * Focus the lightning forces on an enemy While equipped: dps ---------- Dmg.mod +10% lightning Acc +7 (+3 eff.) Strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 8.76 to 26.27 lightning damage (based on Magic and Dexterity). Uses 10 power out of 10/10 This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
Xanytta the hardened leather belt1.0 T3 belt armor [Rare] Nature While equipped: Stats +4 Cun dps ---------- Crit.mult +5.00% ----- def ----- Defense +15 (+7 eff.) Resists +7% acid +3% temporal +6% cold +6% fire +7% lightning Confus- +10% A belt that goes around your waist. |
rough leather belt of transcendence1.0 T1 belt armor [Ego] Psionic While equipped: dps ---------- Mind.pwr +2 (+2 eff.) ----- def ----- Phys.save +5 (+2 eff.) A belt that goes around your waist. |
cashmere cloak of backstabbing (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Master While equipped: dps ---------- Crit.mult +15.00% Acc +7 (+3 eff.) Apr +8 ----- def ----- Defense +2 (+1 eff.) Stealth +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak (6 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Normal] While equipped: ----- def ----- Resists +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Infernostreak the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +3 (+3 eff.) Dmg.mod +6% arcane +9% fire Res.pen +10% arcane Melee Ret 6 arcane 4 light ----- def ----- Armour +4 Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
alchemist's dwarven-steel gauntlets of dexterity (+2) (0 def, 2 armour)1.5 T2 hands armor [Ego+] Arcane/Master While equipped: Stats +2 Dex +2 Mag +3 Wil dps ---------- Melee+ 3 acid 4 fire 4 cold 3 lightning Acc +13 (+5 eff.) ----- def ----- Armour +2 Fatigue +3% 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. |
Layolaith the iron helm (0 def, 3 armour)3.0 T1 head armor [Rare] Nature While equipped: Stats +4 Mag dps ---------- Phys.pwr +15 (+5 eff.) Res.pen +10% physical ----- def ----- Armour +3 Fatigue +5% Resists +7% cold ---------- misc Stam/turn +3.00 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
mindwoven linen wizard hat of light (+16%) (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +2 (+2 eff.) Dmg.mod +11% light ----- def ----- Defense +1 (+0 eff.) Resists +16% light ---------- misc Psi/turn +0.10 A pointy cloth hat, very wizardly... |
cured leather armour (6 def, 4 armour)9.0 T2 light armor [Normal] While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% A suit of armour made of leather. |
prismatic cured leather armour of cold resistance (6 def, 4 armour)9.0 T2 light armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +15% cold +11% light +12% darkness A suit of armour made of leather. |
troll-hide cured leather armour (6 def, 4 armour)9.0 T2 light armor [Ego+] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Max.HP +32.00 HP.reg +3.60 Heal.mod +11% A suit of armour made of leather. |
rejuvenating steel plate armour of lightning resistance (0 def, 9 armour)17.0 T2 massive armor [Ego] Nature/Master While equipped: ----- def ----- Armour +9 Fatigue +22% Resists +16% lightning HP.reg +2.40 ---------- misc Stam/turn +0.60 A suit of armour made of metal plates. |
steel plate armour of acid resistance (0 def, 9 armour)17.0 T2 massive armor [Ego] Master While equipped: ----- def ----- Armour +9 Fatigue +22% Resists +18% acid A suit of armour made of metal plates. |
4 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. |
8 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. |
5 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen0.0 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. |
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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
piercing steel torque of gale force [power 160] (18.5/15 cooldown)2.0 T2 torque charm [Ego] Psionic Project a gust of wind in a cone knocking enemies back 8 spaces and dealing 141 physical damage Puts all charms on 15 cooldown 100% to increase all damage penetration by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
7 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. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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. |
7 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. |
6 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
Level 10 (Roguelike)
Got a character to level 10.By Smoodie the Cornac Bulwark level 10
5th Mirth 122nd year of Ascendancy at 12:19 see stats
Log
Smoodie is on fire!
Bleeding from Poltergeist Dazzleschism hits Smoodie for 9 physical damage.
Animated potent yew magestaff of illumination's Flame hits Smoodie for 76 fire damage.
Burning from Animated potent yew magestaff of illumination hits Smoodie for 25 fire damage.
Poltergeist Dazzleschism uses Dominate.
Smoodie has been dominated!
Melee retaliation hits Poltergeist Dazzleschism for 1 lightning, 4 fire, 1 lightning, 4 fire (10 total damage).
Poltergeist Dazzleschism hits Smoodie for 23 physical, 4 acid, 8 acid, 17 physical, 4 acid, 8 acid (64 total damage).
Bleeding from Smoodie hits Poltergeist Dazzleschism for 56 physical damage.
Bleeding from Poltergeist Dazzleschism hits Smoodie for 12 physical damage.
Burning from Animated potent yew magestaff of illumination hits Smoodie for 25 fire damage.
Poltergeist Dazzleschism uses Slash.
Poltergeist Dazzleschism's spell attains critical power!
Smoodie is poisoned!
Poltergeist Dazzleschism performs a melee critical strike against Smoodie!
Smoodie is no longer being stalked by Poltergeist Dazzleschism.
Poison bursts out of Smoodie's corpse!
Melee retaliation hits Poltergeist Dazzleschism for 1 lightning, 4 fire, 1 lightning, 4 fire (10 total damage).
Poltergeist Dazzleschism hits Smoodie for 31 physical, 4 acid, 7 acid, 21 lightning, 27 physical, 4 acid, 7 acid, 7 acid (108 total damage).
Smoodie the level 17 cornac bulwark was corroded to death by a Poltergeist Dazzleschism on level 1 of Dreadfell.
Smoodie is not crippled anymore.
Smoodie deactivates Shield Wall.
Smoodie stops burning.
Smoodie deactivates Daunting Presence.
Smoodie deactivates Last Stand.
Smoodie is no longer dominated.
Smoodie speeds up.
Smoodie overcomes the gloom
Smoodie stops bleeding.
Smoodie is no longer poisoned.





























































































