











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.0 |
| Addons | Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/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 Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Shalore |
| Class | Archer |
| Level / Exp | 24 / 67% |
| Size | medium |
| Lifes / Deaths | Killed by poison ooze at level 12 on the 4th Dusk 122nd year of Ascendancy at 22:02 / 2Killed by Lord of Skulls (warrior) at level 24 on the 57th Regrowth 123rd year of Ascendancy at 01:51 |
Primary Stats
| Strength | 12 (base 12) |
| Dexterity | 75 (base 54) |
| Constitution | 21 (base 10) |
| Magic | 26 (base 10) |
| Willpower | 44 (base 10) |
| Cunning | 97 (base 48) |
Resources
| Life | -73/480 |
| Mana | 282/408 |
| Stamina | 90/254 |
| Steam | 100/100 |
| Healing Factor | 1.304804467222 |
| Regeneration | 12.852324002137 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 10 |
| Infravision | 5 |
| See Stealth | 44.338680393569 |
| See Invisible | 51.338680393569 |
Offense: Mainhand
| Damage | 76 |
| Accuracy | 56 |
| Crit Chance | 37% |
| APR | 10 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 36 |
| Crit Chance | 36% |
| Speed | 1 |
Offense: Mind
| Mindpower | 52 |
| Crit Chance | 36% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +17% |
| Light | +17% |
| Blight | +22% |
| Nature | +22% |
| Mind | +14% |
| All | +2% |
Offense: Damage Penetration
| Blight | +10% |
| Darkness | +10% |
| Nature | +20% |
Defense: Base
| Armour (hardiness) | 14 (89.687909656376%) |
| Defense | 61 |
| Ranged Defense | 61 |
| Fatigue | 0 |
| Physical Save | 11 |
| Spell Save | 22 |
| Mental Save | 44 |
Defense: Resistances
| Blight | + 6%( 70%) |
| Darkness | + 20%( 70%) |
| Mind | + 12%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 40% |
| Knockback Resistance | 30% |
| Confusion Resistance | 30% |
| Fear Resistance | 0% |
| Stun Resistance | 60% |
| Poison Resistance | 50% |
| Blind Resistance | 12% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 368 damage for 4 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 137 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 483 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Archery prowess | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Sniper | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You must explore the renegade Shaloren camp. | active |
You successfully escorted the injured seer to the recall portal on level 5 of Dreadfell. Escort: injured seer (level 5 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 7 of Dreadfell. Escort: lone alchemist (level 7 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Daikara. Escort: lost defiler (level 2 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Dreadfell. Escort: lost defiler (level 4 of Dreadfell)As a reward you improved Cunning by +5. | done |
You failed to protect the lost sun paladin from death by skeleton magus. Escort: lost sun paladin (level 1 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 4 of Old Forest. Escort: lost tinker (level 4 of Old Forest)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | 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 fire dragon that dwelled there. | 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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | 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 needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * You've found the needed orc heart. * You've found the needed red crystal shard. | 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 within5 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | restorative 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 HP.reg +1.00 Heal.mod +10% Rush: Puts all charms on 25 cooldown Level 2.0 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. |
| Quiver | Dazzlepain the quiver of yew arrows (9/18, 34-47 power, 10 apr)3.0 T3 arrow ammo [Rare] Nature Power 33.5 - 46.9 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 18 Ranged+ +24 cold +20 light On Hit.r1 +16 light +12 mind On Crit.r2 +15 cold +4 mind +4 light On Hit: * 40% chance to blind Arrows are used with bows to pierce your foes to death. This item has been sent to the Item's Vault. |
| Light source | Umbraphage0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+4 eff.) ---------- misc Light +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 116, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 287.82 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
| On head | Infused Cerebrum (8 def, 0 armour) 2.0 T4 head armor [Unique] Unknown While equipped: Stats +10 Mag +12 Wil +18 Cun dps ---------- Spell.pwr +12 (+5 eff.) Mind.pwr +12 (+4 eff.) ----- def ----- Defense +8 (+2 eff.) Mind.save +12 (+4 eff.) Fear- -60% Assault the mind of a foe to utterly dominate it. Uses 100 power out of 70/150 This headwear seems made entirely out of half-rotten brain matter. Do you really want to put that over your head? |
| Tool | Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 12 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Stats +6 Dex +4 Mag +5 Wil +5 Cun dps ---------- Spell.pwr +5 (+3 eff.) Dmg.mod +12% mind Res.pen +10% blight Acc +6 (+2 eff.) Melee Ret 4 blight ----- def ----- Resists +12% mind +6% blight Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 175.72 You won the Ring of Blood trial, and this is your reward. |
| Around waist | Neira's Memory1.0 T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil ----- def ----- Confus- +30% Stun/Frz- +30% ---------- misc Mana/s.crit +3.00 Surround yourself with a magical shield (strength 165, based on Magic) for 10 turns. Uses 20 power out of 20/20 Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
| In main hand | Corpsebow 4.0 T2 longbow 2H weapon [Unique] Arcane/Nature Mastery Master Marksman Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +7 On Hit: 25% Epidemic 1 On Hit: 25% Cyst Burst 1 On Hit: * shock your foe dealing 26 damage and draining some of their resources While equipped: dps ---------- Spell.pwr +10 (+5 eff.) Ranged+ 20 blight Dmg.mod +20% blight On Hit (Ranged): * 40% chance to reduce strength, dexterity, and constitution by 20 ----- def ----- Disease- +50% A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
| On hands | Gloves of the Firm Hand (0 def, 8 armour)1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
| Main armor | troll-hide rough leather armour (3 def, 5 armour) 9.0 T1 light armor [Ego+] Nature While equipped: ----- def ----- Armour +5 Hardiness +20% Defense +3 (+1 eff.) Fatigue +9% Max.HP +31.00 HP.reg +3.60 Heal.mod +11% A suit of armour made of leather. |
| Cloak | Serpentine Cloak (20 def, 0 armour)2.0 T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Cun +4 Wil dps ---------- Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Defense +20 (+5 eff.) Poison- +50% ---------- misc Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike 1 Cunning and malice seem to emanate from this cloak. |
| Around neck | wanderer's gold amulet of vision0.1 T3 amulet jewelry [Ego++] Nature/Master While equipped: Stats +5 Dex +4 Cun +5 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -6% HP.reg +2.00 Blind- +12% ---------- misc Stam/turn +0.50 Infravis +4 Sight +2 See.Invis +7 Amulets make your neck look great! |
Inventory
medical injector implant (efficiency 95% / cooldown 82%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 95% efficiency and cooldown mod of 82%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron Grip0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Kinetic Stabiliser0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Winterchill Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
clarifying copper amulet of murder0.1 T1 amulet jewelry [Ego+] Nature/Master While equipped: dps ---------- Crit.mult +11.00% Acc +5 (+2 eff.) Apr +11 ----- def ----- Resists +12% mind Confus- +23% Amulets make your neck look great! |
stabilizing gold amulet of constitution (+3)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +15% temporal Pinning- +25% Knockbk- +20% Amulets make your neck look great! |
enhanced dwarven-steel battleaxe (30-45 power, 2 apr)3.0 T3 battleaxe 2H weapon Reqs Str 24 [Ego+] Nature Power 30.0 - 45.0 Physical Uses 120% Str Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: Stats +6 Str +9 Dex +13 Mag +10 Wil +7 Cun +6 Con Massive two-handed battleaxes. |
Spelldrinker (27-35 power, 8 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Power 27.0 - 35.1 Physical Uses 45% Str, 5% Mag, 55% Dex Acc+ +0.3% crit chance (max 25%) Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+6 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
flaming dwarven-steel dagger of erosion (18-24 power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Arcane/Nature Power 18.5 - 24.1 Physical Uses 50% Str, 50% Dex Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +6 nature On Hit.r1 +7 fire Sharp, short and deadly. |
dwarven-steel greatsword 'Rhidar' (36-58 power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Random Unique] Arcane/Psionic Power 36.5 - 58.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +12 light Against +16% Undead On Hit: 20% Curse of Death 3 On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: Stats +1 Mag ----- def ----- Defense +10 (+2 eff.) Resists +6% blight Disease- +10% ---------- misc Infravis +3 See.Invis +3 Massive two-handed swords. |
honing thorny mindstar of life (10-10 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego+] Nature/Psionic Power 9.5 - 10.5 Mind Uses 50% Wil, 30% Cun 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 +3 Wil dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Dmg.mod +4% physical Res.pen +4% physical ----- def ----- Resists +4% physical Max.HP +18.00 HP.reg +0.60 ---------- 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. |
thorny mindstar of balance (7-8 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego] Nature Power 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) ----- def ----- Phys.save +3 (+3 eff.) Spell.save +5 (+2 eff.) Mind.save +4 (+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. |
yew magestaff of the prodigy (20-24 power, 4 apr, cold element)5.0 T3 staff 2H weapon [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +11 Mag +11 Wil +10 Cun dps ---------- Spell.crit +3% Spell.pwr +9 (+4 eff.) S.pwr/crit +6 Dmg.mod +20% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dwarven-steel steamsaw (22-32 power, 0 apr)3.0 T3 steamsaw 1H weapon Reqs Str 24 [Normal] Steamtech Power 21.5 - 32.3 Phys.bleed Uses 100% Str Acc+ +0.3% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +42 Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +6 (+1 eff.) Fatigue +8% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
dwarven-steel waraxe (18-24 power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Normal] Power 17.5 - 24.5 Physical Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% One-handed war axes. |
steel waraxe 'Lelotodor' (15-21 power, 3 apr)3.0 T2 waraxe 1H weapon Reqs Str 16 [Rare] Master Power 15.0 - 21.0 Physical Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% While equipped: Stats +2 Mag +2 Wil dps ---------- Mind.crit +3% Spell.pwr +30 (+11 eff.) Dmg.mod +6% mind Res.pen +7% physical Acc +10 (+4 eff.) Apr +8 ----- def ----- Resists +12% acid ---------- misc Psi/ret +0.08 Mana/s.crit +2.00 One-handed war axes. |
stormbringer's dwarven-steel waraxe of shearing (21-29 power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego++] Nature/Master Power 21.0 - 29.4 Physical Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Crit.r2 +7 lightning +17 cold While equipped: dps ---------- Mov.spd +27% Res.pen +9% lightning +10% cold +9% all Acc +10 (+4 eff.) Apr +5 One-handed war axes. |
murderer's cashmere cloak of Iron Throne (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Master While equipped: Stats +2 Str +2 Dex +1 Cun +2 Con dps ---------- Acc +5 (+2 eff.) Apr +4 ----- def ----- Defense +2 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
impenetrable dwarven-steel plate armour of stability (0 def, 19 armour)17.0 T3 massive armor Reqs - Massive armour training Str 35 [Ego] Master While equipped: ----- def ----- Armour +19 Fatigue +22% Resists +6% physical Phys.save +15 (+12 eff.) A suit of armour made of metal plates. |
high-capacity quiver of yew arrows of vileness (54/54, 30-43 power, 10 apr)3.0 T3 arrow ammo [Ego] Arcane/Master Power 30.5 - 42.7 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 54 Ranged+ +11 blight On Hit: * 12% chance to reduce strength, dexterity, and constitution by 20 While equipped: ---------- misc Reload +3 Arrows are used with bows to pierce your foes to death. |
onyx0.0 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. |
8 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. |
2 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+8 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+8 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 37 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 emerald0.0 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. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+2 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. |
Silassra the Deepsclamor2.0 T1 lite [Rare] Master While equipped: dps ---------- On Hit (Melee): * 10% chance to reduce damage dealt by 26% ----- def ----- Armour +4 Resists +6% darkness ---------- 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. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(101 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
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. |
bright brass lantern of clarity2.0 T1 lite [Ego] Master/Psionic While equipped: ----- def ----- Mind.save +5 (+2 eff.) ---------- misc Light +6 See.Stealth +5 See.Invis +7 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. |
Plumpkin Plumpkin15.0 T3 plant misc [Plot Item] Unknown While carried: dps ---------- Dmg.mod +2% all Against +20% Immovable Become the plumpkin. Uses 100 power out of 100/100 The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
2 garnet0.0 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. |
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. |
mastercraft acid groove0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
powerful dwarven-steel torque of mindblast [power 255] (15 cooldown)2.0 T3 torque charm [Ego] Psionic Blast the opponent's mind dealing 291 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase all damage by 15% 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. |
2 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. |
amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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
Bringer of Doom (Roguelike)
Killed a Bringer of Doom.By Archie the Shalore Archer level 16
33rd Haze 122nd year of Ascendancy at 11:23 see stats
Catch that Plumpkin! (Roguelike)
Finish the Plumpkin event.By Archie the Shalore Archer level 17
42nd Haze 122nd year of Ascendancy at 05:11 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Archie the Shalore Archer level 16
13rd Haze 122nd year of Ascendancy at 05:08 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Archie the Shalore Archer level 18
67th Haze 122nd year of Ascendancy at 10:18 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Archie the Shalore Archer level 20
79th Haze 122nd year of Ascendancy at 18:31 see stats
Level 10 (Roguelike)
Got a character to level 10.By Archie the Shalore Archer level 10
3rd Flare 122nd year of Ascendancy at 04:42 see stats
Level 20 (Roguelike)
Got a character to level 20.By Archie the Shalore Archer level 20
69th Haze 122nd year of Ascendancy at 03:13 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Archie the Shalore Archer level 21
4th Regrowth 123rd year of Ascendancy at 11:52 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Archie the Shalore Archer level 5
3rd Mirth 122nd year of Ascendancy at 10:16 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Archie the Shalore Archer level 21
39th Regrowth 123rd year of Ascendancy at 18:34 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Archie the Shalore Archer level 16
34th Haze 122nd year of Ascendancy at 19:10 see stats
Unstoppable (Roguelike)
Returned from the dead.By Archie the Shalore Archer level 12
4th Dusk 122nd year of Ascendancy at 22:03 see stats
Log
Archie can't use this talent while holding a weapon or shield.
Archie hits Iceblock for 34 physical damage.
Melee retaliation hits Iceblock for 5 blight damage.
Ghoul's purging blight area effect hits Archie for (23 absorbed), 0 blight (0 total damage).
The Master receives 48 healing from Ghoul's purging blight area effect.
Lord of Skulls (warrior) receives 42 healing from Ghoul's purging blight area effect.
Armoured skeleton warrior receives 39 healing from Ghoul's purging blight area effect.
Armoured skeleton warrior hits Archie for (116 absorbed), 0 physical, (11 absorbed), 0 lightning, (8 absorbed), 0 fire (0 total damage).
Lord of Skulls (warrior) hits Archie for (147 absorbed), 0 physical, (12 absorbed), 0 acid, (12 absorbed), 0 fire (0 total damage).
Melee retaliation hits Iceblock for 5 blight, 5 blight (8 total damage).
The Master casts Manathrust.
Your shield crumbles under the damage!
The shield around Archie crumbles.
The Master hits Lord of Skulls (warrior) for (67 absorbed), 0 arcane (0 total damage).
The Master hits Archie for (39 absorbed), (46 to ice), 69 arcane (69 total damage).
Ghoul's purging blight area effect hits Archie for (9 to ice), 14 blight (14 total damage).
The Master receives 48 healing from Ghoul's purging blight area effect.
Lord of Skulls (warrior) receives 42 healing from Ghoul's purging blight area effect.
Armoured skeleton warrior receives 39 healing from Ghoul's purging blight area effect.
Archie hits Iceblock for 22 physical damage.
Melee retaliation hits Iceblock for 5 blight damage.
The Master is no longer pinned.
Armoured skeleton warrior uses Overpower.
Archie resists the knockback!
Lord of Skulls (warrior) performs a melee critical strike against Archie!
Armoured skeleton warrior hits Archie for (63 to ice), 95 physical, (4 to ice), 7 lightning, (3 to ice), 5 fire, (28 to ice), 42 physical, (9 to ice), 14 lightning, (27 to ice), 41 physical, (9 to ice), 14 lightning (218 total damage).
Lord of Skulls (warrior) hits Archie for (69 to ice), 104 physical (104 total damage).
Melee retaliation hits Iceblock for 5 blight, 5 blight, 5 blight, 5 blight (17 total damage).
Archie the level 24 shalore archer was sliced to death by a Lord of Skulls (warrior) on level 9 of Dreadfell.












































































































