










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Items Vault 1.7.6Donators/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 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Shalore |
Class | Reaver |
Level / Exp | 19 / 31% |
Size | medium |
Lifes / Deaths | Killed by Elyba the temporal stalker at level 19 on the 8th Decay 122nd year of Ascendancy at 17:12 / 1 |
Primary Stats
Strength | 44 (base 38) |
Dexterity | 12 (base 11) |
Constitution | 18 (base 10) |
Magic | 51 (base 47) |
Willpower | 17 (base 10) |
Cunning | 17 (base 10) |
Resources
Life | -195/480 |
Vim | 156/290 |
Healing Factor | 1.3111363549268 |
Regeneration | 3.7367386115413 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -8.8817841970013E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 1 |
Offense: Mainhand
Damage | 66 |
Accuracy | 45 |
Crit Chance | 17% |
APR | 22 |
Speed | 1.00 |
Offense: Offhand
Damage | 36 |
Accuracy | 45 |
Crit Chance | 17% |
APR | 22 |
Speed | 1.00 |
Offense: Spell
Spellpower | 36 |
Crit Chance | 15% |
Speed | 1 |
Offense: Mind
Mindpower | 44 |
Crit Chance | 18% |
Speed | 1 |
Offense: Damage Bonus
Acid | +18% |
Nature | +15% |
Blight | +10% |
Mind | +18% |
Fire | +24% |
All | 0% |
Offense: Damage Penetration
Blight | +10% |
Acid | +5% |
Defense: Base
Armour (hardiness) | 26 (60%) |
Defense | 13 |
Ranged Defense | 13 |
Fatigue | 2 |
Physical Save | 29 |
Spell Save | 29 |
Mental Save | 26 |
Defense: Resistances
Acid | + 19%( 70%) |
Blight | + 17%( 70%) |
Physical | + 13%( 70%) |
Cold | + 16%( 70%) |
All | + 11%( 70%) |
Darkness | + 14%( 70%) |
Temporal | + 16%( 70%) |
Lightning | + 19%( 70%) |
Mind | + 19%( 70%) |
Fire | + 43%( 70%) |
Nature | + 38%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Confusion Resistance | 23% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 141 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 50 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. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 532% 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 Strength stat. |
Class Talents
Corruption / Scourge | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Reaving combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Rot | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Vim | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Sanguisuge | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Bone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Corruption / Plague | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Corruption / Torment | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Effects
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You 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 have explored the Rhaloren camp and killed the Inquisitor. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 |
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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed sandworm tooth. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * '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've found the needed ice ant stinger. * You've found the needed bear paw. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed black mamba head. | 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 within6 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Cun dps ---------- Phys.crit +1.0% Acc +5 (+2 eff.) ----- def ----- Armour +3 Fatigue +2% Die.at -60.00 life HP.reg +2.00 Heal.mod +12% ---------- misc Light +1 Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +3% fire Melee Ret 10 acid ----- def ----- Resists +6% acid Max.HP +41.00 ---------- 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 | ![]() 2.0 T1 head armor [Rare] Arcane While equipped: dps ---------- Spell.crit +2% Spell.pwr +2 (+1 eff.) Mind.pwr +25 (+8 eff.) Dmg.mod +3% mind Res.pen +10% blight ----- def ----- Defense +1 (+1 eff.) ---------- misc Mana/turn +0.13 A pointy cloth hat, very wizardly... |
On hands | ![]() 1.0 T2 hands armor [Rare] Arcane While equipped: Stats +4 Str dps ---------- Mind.pwr +20 (+7 eff.) Melee+ 8 blight Dmg.mod +5% blight On Hit (Melee): * 20% chance to slow global speed by 55% ----- def ----- Armour +2 Resists +7% blight ---------- misc Stam/turn +2.00 Psi/ret +0.08 Unarmed combat: Power 114% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +7 blight On Hit: 20% Soul Rot 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +12% fire Melee Ret 2 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +6 Resists +6% temporal +24% fire Phys.save +8 (+4 eff.) Spell.save +6 (+3 eff.) Mind.save +9 (+5 eff.) Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +1 Str +1 Con dps ---------- Crit.mult +10.00% Phys.pwr +5 (+2 eff.) Apr +4 ----- def ----- Resists +2% physical Mind.save +7 (+4 eff.) Confus- +23% Rings make your fingers look great! |
Around neck | ![]() 0.1 T1 amulet jewelry [Ego] Arcane While equipped: Stats +2 Mag Amulets make your neck look great! |
In main hand | ![]() 3.0 T2 waraxe 1H weapon [Random Unique] Arcane/Master Power 131% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit.r1 +9 fire While equipped: Stats +3 Cun dps ---------- Dmg.mod +9% fire One-handed war axes. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Con ----- def ----- Resists +9% lightning +12% fire +3% darkness Mind.save +6 (+3 eff.) Max.HP +60.00 HP.reg +0.60 Heal.mod +12% A belt that goes around your waist. |
In off hand | ![]() 3.0 T2 waraxe 1H weapon [Ego] Arcane/Master Power 120% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit.r1 +7 fire One-handed war axes. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% acid Res.pen +5% acid On Hit (Melee): * 10% chance to reduce all saves and defense by 28 ----- def ----- Defense +1 (+1 eff.) Resists +3% acid +6% cold +9% mind Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+8 eff.) Resists +30% nature +11% all Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 lightning, 2 physical, 5 darkness, 4 blight, 4 light Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Mag +2 Wil +1 Con dps ---------- Dmg.mod +11% cold Res.pen +5% mind ----- def ----- Resists +22% cold Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% fire ----- def ----- Resists +20% fire Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% cold ----- def ----- Resists +22% cold Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+2 eff.) Rings make your fingers look great! |
![]() 5.0 T1 staff 2H weapon [Ego] Arcane Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+2 eff.) Dmg.mod +10% blight ----- def ----- Armour +3 Hardiness +3% Phys.save +3 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Ego+] Nature Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Spell.crit +2% Spell.pwr +9 (+4 eff.) Dmg.mod +15% arcane ----- def ----- Defense +6 (+6 eff.) HP.reg +0.60 Heal.mod +12% ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 61.87 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T1 battleaxe 2H weapon [Rare] Arcane Power 111% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% On Hit.r1 +8 mind +9 fire On Crit.r2 +4 lightning On Hit: * 10% chance to reduce all saves and defense by 28 While equipped: dps ---------- Res.pen +10% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% Massive two-handed battleaxes. |
![]() 5.0 T2 greatmaul 2H weapon [Normal] Power 129% 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. |
![]() 3.0 T2 greatsword 2H weapon [Ego] Master Power 127% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Acc +7 (+3 eff.) ----- def ----- Defense +9 (+8 eff.) Disarm- +28% Massive two-handed swords. |
![]() 3.0 T1 mace 1H weapon [Rare] Psionic Power 109% 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% On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: Stats +3 Dex +1 Mag +5 Cun ----- def ----- Crit.chn- 15.00% ---------- misc Infravis +3 Blunt and deadly. |
![]() 3.0 T1 waraxe 1H weapon [Normal] Power 100% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% One-handed war axes. |
![]() 3.0 T1 waraxe 1H weapon [Normal] Power 104% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% One-handed war axes. |
![]() 3.0 T2 waraxe 1H weapon [Rare] Master Power 111% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit.r1 +8 physical While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Armour +2 Defense +6 (+6 eff.) Resists +2% physical Die.at -60.00 life Disarm- +22% ---------- misc Max.stam +30.00 One-handed war axes. |
![]() 3.0 T2 waraxe 1H weapon [Rare] Psionic Power 101% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +7 darkness Against +6% Living On Hit.r1 +4 light While equipped: dps ---------- Res.pen +25% nature +20% physical ----- def ----- Armour +4 One-handed war axes. |
![]() 3.0 T2 waraxe 1H weapon [Rare] Master Power 112% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +20 fire On Hit: * 10% chance to slow global speed by 55% On Crit: * Wound the target dealing 185 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +8.0% Phys.pwr +7 (+2 eff.) ----- def ----- Resists +6% lightning One-handed war axes. |
![]() 3.0 T2 waraxe 1H weapon [Random Unique] Arcane/Master Power 111% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +8 light On Hit.r1 +7 fire On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Dmg.mod +6% light Res.pen +7% physical Acc +11 (+4 eff.) Apr +7 ----- def ----- Resists +6% light One-handed war axes. |
![]() 1.0 T2 dagger 1H weapon Reqs Dex 16 [Normal] Power 102% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Sharp, short and deadly. |
![]() 3.0 T1 mindstar 1H weapon [Rare] Nature/Psionic 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% On Hit.r1 +12 darkness On Hit: * 10% chance to reduce damage dealt by 23% While equipped: Stats +2 Cun dps ---------- Mind.crit +1% Crit.mult +7.00% Mind.pwr +2 (+1 eff.) Dmg.mod +15% nature +9% darkness Res.pen +10% acid ----- def ----- Resists +6% darkness ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T1 mindstar 1H weapon [Rare] Nature/Psionic Power 75% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% On Crit.r2 +16 light While equipped: Stats +4 Con dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Melee+ 4 mind 4 darkness Dmg.mod +3% mind +12% darkness Res.pen +10% light ---------- misc See.Invis +12 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 84% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% On Crit.r2 +16 acid On Hit: * 20% chance to reduce damage dealt by 23% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +4% mind Res.pen +4% mind Melee Ret 4 darkness 8 fire ----- def ----- Resists +4% mind +6% acid Dmg.Resnn +9% ---------- misc Psi/ret +1.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 84% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Melee+ 5 mind 4 darkness Dmg.mod +4% mind +2% darkness ----- def ----- Phys.save +3 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +3 (+2 eff.) ---------- misc Equi/ret +0.70 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. |
![]() 4.0 T1 sling 1H weapon Reqs Shoot [Rare] Arcane Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 Ranged+ +16 fire +7 cold On Hit.r1 +12 fire While equipped: Stats +3 Cun dps ---------- Dmg.mod +9% cold Res.pen +15% temporal ---------- misc Equi/ret +0.16 Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T2 steamgun 1H weapon Reqs Dex 16 Shoot Steam Pool [Ego] Arcane/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Ranged+ +7 lightning Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +8% lightning Acc +7 (+3 eff.) ---------- misc Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 T2 arrow ammo Reqs Dex 16 [Rare] Arcane Power 122% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 22 Ranged+ +12 acid +16 fire +16 blight On Hit.r1 +20 blight On Crit.r2 +4 acid On Hit: * 20% chance to reduce strength, dexterity, and constitution by 20 * Create an explosion dealing 71 acid damage (1/turn) Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T2 shot ammo Reqs Dex 16 [Ego] Arcane Power 119% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 20 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 62 damage Shots are used with slings to pummel your foes to death. |
![]() 3.0 T2 shot ammo Reqs Dex 16 [Ego] Master Power 134% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +6 Apr +2 Crit +4.5% Capacity 18 Shots are used with slings to pummel your foes to death. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 112% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +40 While equipped: dps ---------- Melee Ret 10 mind 2 lightning On Hit (Melee): * 20% chance to slow global speed by 55% ----- def ----- Armour +4 Fatigue +8% Resists +3% lightning +12% physical +5% arcane ---------- misc Psi/ret +0.08 Talents +1 Block Handheld deflection devices. |
![]() 2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+3 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+9 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
![]() 2.0 T2 cloth armor [Ego] Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) ----- def ----- Resists +9% all Mind.save +17 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Ego+] Arcane While equipped: Stats +2 Mag +3 Wil dps ---------- Spell.crit +2% Spell.pwr +3 (+2 eff.) Dmg.mod +6% arcane +7% temporal ----- def ----- Resists +9% all ---------- misc Max.mana +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +4 Wil dps ---------- Spell.pwr +10 (+5 eff.) Dmg.mod +12% arcane ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Resists +21% light +12% darkness ---------- misc Light +1 A suit of armour made of mail. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Cun dps ---------- Dmg.mod +6% mind +6% fire ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% Resists +12% fire +9% temporal Max.HP +20.00 Def/telep +15 Res/telep +15% Dur/telep +15% A suit of armour made of mail. |
![]() 17.0 T2 massive armor Reqs Massive armour training [Rare] Master While equipped: Stats +1 Con dps ---------- Crit.mult +20.00% Phys.pwr +10 (+3 eff.) ----- def ----- Armour +15 Fatigue +22% Resists +3% mind +19% cold ---------- misc Max.stam +30.00 A suit of armour made of metal plates. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Con dps ---------- Phys.pwr +2 (+1 eff.) Dmg.mod +6% physical ----- def ----- Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego] Psionic While equipped: dps ---------- Mind.pwr +3 (+1 eff.) ----- def ----- Phys.save +5 (+3 eff.) A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% fire ----- def ----- Defense +1 (+1 eff.) Resists +3% lightning +6% temporal +6% darkness Max.HP +30.00 ---------- misc Infravis +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Cun +1 Dex ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: Stats +3 Str +2 Con dps ---------- Spell.pwr +4 (+2 eff.) ----- def ----- Armour +3 Fatigue +2% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +4 Fatigue +1% Mind.save +7 (+4 eff.) Max.HP +44.00 Unarmed combat: Power 111% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +3 Apr +3 Crit +2.0% Atk.spd 83% On Hit: 10% Battle Shout 1 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Ego] Psionic While equipped: ----- def ----- Armour +1 Fatigue +1% HP.reg +2.00 ---------- misc Stam/turn +0.60 Max.stam +11.00 Unarmed combat: Power 107% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% On Hit: 10% Nightmare 1 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str dps ---------- Res.pen +5% acid +25% cold Melee Ret 2 acid ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Ego] Psionic While equipped: ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Light +3 See.Stealth +6 See.Invis +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Ego] Arcane/Psionic While equipped: dps ---------- Melee Ret 12 fire ----- def ----- Resists +6% fire Mind.save +6 (+3 eff.) ---------- misc Light +3 See.Stealth +7 See.Invis +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. |
![]() 3.0 T1 digger tool [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 198 Base Damage: 95 Armor: 1 All Resist: 1 Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 wand charm [Ego] Arcane Create a shield absorbing up to 188 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to gain a 13% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By gerb the Shalore Reaver level 10
12nd Dusk 122nd year of Ascendancy at 04:36 see stats
By gerb the Shalore Reaver level 10
12nd Dusk 122nd year of Ascendancy at 04:36 see stats
By gerb the Shalore Reaver level 18
19th Haze 122nd year of Ascendancy at 21:20 see stats
By gerb the Shalore Reaver level 13
34th Dusk 122nd year of Ascendancy at 05:30 see stats
By gerb the Shalore Reaver level 5
6th Mirth 122nd year of Ascendancy at 13:30 see stats
By gerb the Shalore Reaver level 15
60th Dusk 122nd year of Ascendancy at 09:12 see stats
Log
Gerb's spell attains critical power!
Poison from Gerb hits Elyba the temporal stalker for (1 to psi shield), 2 nature (2 total damage).
Acid Splash from Gerb hits Elyba the temporal stalker for (3 to psi shield), 4 acid (4 total damage).
Melee retaliation hits Elyba the temporal stalker for (3 to psi shield), 5 acid, (1 to psi shield), 2 nature, (0 to psi shield), 0 temporal, (7 to psi shield), 10 nature, 6 blight (24 total damage).
Elyba the temporal stalker's Beyond the Flesh hits gerb for 70 acid, 106 physical, 6 cold, 6 light, 7 darkness, 1 healing, 25 physical, 16 fire (235 total damage) [1 healing].
Elyba the temporal stalker's Beyond the Flesh hits Carrion worm mass for 0 acid, 58 physical, 7 cold, 6 light, 8 darkness, 14 physical, 43 fire (137 total damage).
Elyba the temporal stalker's Beyond the Flesh hits Carrion worm mass for 53 physical, 7 cold, 6 light, 8 darkness, 14 physical, 43 fire (131 total damage).
Elyba the temporal stalker's Beyond the Flesh hits Carrion worm mass for 59 physical, 6 cold, 6 light, 8 darkness, 14 physical, 43 fire (137 total damage).
Elyba the temporal stalker's Beyond the Flesh killed Carrion worm mass!
Elyba the temporal stalker's Beyond the Flesh killed Carrion worm mass!
Elyba the temporal stalker's Beyond the Flesh killed Carrion worm mass!
Carrion worm mass's wormblight area effect hits Elyba the temporal stalker for 14 blight damage.
gerb receives 5 healing from Carrion worm mass's wormblight area effect.
Carrion worm mass's wormblight area effect hits Elyba the temporal stalker for 13 blight damage.
gerb receives 5 healing from Carrion worm mass's wormblight area effect.
Talent Virulent Disease is ready to use.
Gerb uses Infusion: Healing.
gerb receives 79 healing from Infusion: Healing.
Gerb casts Dark Portal.
Gerb uses Infusion: Movement.
Gerb is moving at extreme speed!
Elyba the temporal stalker uses Kinetic Strike.
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 58.
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 19.
Elyba the temporal stalker shrugs off gerb's 'Decrepitude Disease'!
Gerb resists the pin!
Elyba the temporal stalker hits gerb for 70 acid, 215 physical (285 total damage).
Melee retaliation hits Elyba the temporal stalker for (3 to psi shield), 5 acid, (1 to psi shield), 2 nature, (0 to psi shield), 0 temporal, (7 to psi shield), 10 nature, 6 blight (24 total damage).
gerb the level 19 shalore reaver was mutilated to death by Elyba the temporal stalker on level 2 of The Maze.