













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| 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:
Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Godmode Merchant 1.5.10Adds a NPC that will grant you invulnerability/max dmg, 249 spells available, stat/generic/prodigy points, money, raise sub stats, set level, and can imbue ANYTHING (as long as you have the gems and item)! He spawns near the portal to Angolwen. 1.0.5 - 50 Talent trees from Orcs/Cults DLC added (these will be marked with *orcs/cults dlc* next to the talents, these dlcs are NOT required to play this addon) 14 talents added that were missing. For a non-cheaty version check out my other addon that adds spell merchants you can purchase spells from: https://te4.org/games/addons/tome/master-spell-merchants vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv 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:
Better Item Description 1.7.2This 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 Possessor Bonus Class 1.7.0Donators/Buyers bonus! 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 Adventure |
| Sex | Male |
| Race | Halfling |
| Class | Adventurer |
| Level / Exp | 32 / 57% |
| Size | medium |
| Lifes / Deaths | Killed by luminous horror at level 30 on the 10th Flare 122nd year of Ascendancy at 15:23 5 / 1 |
Primary Stats
| Strength | 141 (base 60) |
| Dexterity | 121 (base 60) |
| Constitution | 65 (base 60) |
| Magic | 74 (base 60) |
| Willpower | 62 (base 60) |
| Cunning | 84 (base 60) |
Resources
| Mana | 4/466 |
| Equilibrium | 46 |
| Insanity | 0/100 |
| Life | 1031/1031 |
| Positive | 133/133 |
| Stamina | 266/266 |
| Psi | 82/82 |
| Healing Factor | 1.3541355335885 |
| Regeneration | 47.0562097922 |
Speed
| Mental | +17.210071489072% |
| Attack | 0% |
| Movement | +155.18105373397% |
| Spell | +17.210071489072% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 9 |
| See Stealth | 80.211426567997 |
| See Invisible | 80.211426567997 |
Offense: Mainhand
| Damage | 188 |
| Accuracy | 63 |
| Crit Chance | 68% |
| APR | 68 |
| Speed | 0.85 |
Offense: Offhand
| Damage | 163 |
| Accuracy | 63 |
| Crit Chance | 67% |
| APR | 52 |
| Speed | 0.85 |
Offense: Spell
| Spellpower | 86 |
| Crit Chance | 38% |
| Speed | 0.8531690044172 |
Offense: Mind
| Mindpower | 88 |
| Crit Chance | 33% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +17% |
| Blight | +15% |
| Arcane | +5% |
| Cold | +17% |
| All | 0% |
| Darkness | +21% |
| Light | +9% |
| Lightning | +5% |
| Fire | +11% |
| Nature | +3% |
Offense: Damage Penetration
| Acid | +5% |
| Light | +10% |
| Lightning | +9% |
| Cold | +11% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 22 (62.946778433524%) |
| Defense | 69 |
| Ranged Defense | 81 |
| Fatigue | 0 |
| Physical Save | 78 |
| Spell Save | 74 |
| Mental Save | 64 |
Defense: Resistances
| Cold | + 25%( 70%) |
| Acid | + 66%( 70%) |
| Darkness | + 32%( 70%) |
| Temporal | + 30%( 70%) |
| Blight | + 18%( 70%) |
| Mind | + 20%( 70%) |
| Fire | + 19%( 70%) |
| All | + 15%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Stun Resistance | 96% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 0% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| 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
| Cunning / Shadow magic | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Steamtech / Psytech gunnery | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Bloodthirst | 1.00 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Wild-gift / Corrosive blades | 1.20 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Demented / Timethief | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Path of horror | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Air | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Duelist | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Magical combat | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat veteran | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Discharge | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Celestial / Combat | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Psychic Assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Psionic / Psi-fighting | 1.40 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Mindstar mastery | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Race / Halfling | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Dream Forge | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Augmented mobility | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Arcane Feed |
| talent | Insidious Poison |
| talent | Arcane Combat |
| talent | Shadow Combat |
| talent | Psiblades |
| talent | Volatile Poison |
| talent | Augmentation |
| talent | Apply Poison |
| talent | Forge Shield |
| talent | Feather Wind |
| talent | Shadow Feed |
| talent | Skate |
| talent | Weapon of Light |
| talent | Beyond the Flesh |
| beneficial effect | The thrill of combat improves the target's maximum life by 12%, life regeneration by 25.00, and stamina regeneration by 5.00. Bloodbath |
| beneficial effect | Increases physical power, physical save, spellpower, spell save, mindpower, and mental save by 50. Militant Mind |
| beneficial effect | Acid damage increased by 17%. Corrosive Nature |
| beneficial effect | Has 9 throwing knives prepared: 9 KnivesRange: 6 Net Damage: 230 - 322 Accuracy: 79 (knife) APR: 15 Crit Chance: +86% Crit mult: 192% Uses Stats: 40% Wil, 50% Mag, 92% Cun |
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. | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 5 of Dreadfell. Escort: lost defiler (level 5 of Dreadfell)As a reward you improved Magic by +5. | done |
You abandoned lost sun paladin, to death. Escort: lost sun paladin (level 1 of Old Forest) | failed |
You abandoned lost sun paladin, to death. Escort: lost sun paladin (level 2 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
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 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * 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. * You have unlocked the training room. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 6. | 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. * 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 AlchemistsAgrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed vampire lord fang. * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | stormbringer's stralite dagger (26-33 power, 9 apr)1.0 T4 dagger 1H weapon [Ego+] Nature Power 25.5 - 33.1 Physical Uses 40% Wil, 80% Cun, 50% Mag Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit.r2 +28 lightning +29 cold While equipped: dps ---------- Mov.spd +36% Res.pen +9% lightning +5% cold Sharp, short and deadly. |
| On hands | umbral dwarven-steel gauntlets of magic (+4) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Arcane While equipped: Stats +4 Mag dps ---------- Melee+ 8 darkness Dmg.mod +5% arcane +6% darkness ----- def ----- Armour +2 Fatigue +3% Resists +7% darkness 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. |
| Light source | 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. |
| On head | catburglar's hardened leather cap of ire (0 def, 3 armour)2.0 T3 head armor [Ego++] Master While equipped: Stats +2 Str +5 Dex +2 Con ----- def ----- Armour +3 Fatigue +3% Resists +13% darkness Phys.save +8 (+2 eff.) Mind.save +8 (+2 eff.) ---------- misc Infravis +3 Battle Cry: Puts all charms on 16 cooldown Level 2.0 Pwr.cost 16 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
| On feet | insulating pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Resists +5% fire +7% cold ---------- misc Stam/turn +0.30 Max.stam +13.00 A pair of boots made of leather. |
| Tool | Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats -5 Lck ----- def ----- Defense +5 (+1 eff.) Phys.save -10 (-3 eff.) Spell.save -10 (-3 eff.) Mind.save -10 (-2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | psionicist's steel ring0.1 T2 ring jewelry [Ego] Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+1 eff.) Rings make your fingers look great! |
| On fingers | mule's steel ring of power0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Phys.pwr +7 (+1 eff.) Spell.pwr +6 (+1 eff.) Mind.pwr +6 (+2 eff.) ----- def ----- Fatigue -5% ---------- misc Max.enc +22 Rings make your fingers look great! |
| Around neck | stralite amulet 'Glimmerlord'0.1 T4 amulet jewelry [Random Unique] Master While equipped: dps ---------- Dmg.mod +9% light Res.pen +10% light Melee Ret 2 mind ----- def ----- Fatigue -8% Resists +6% mind Phys.save +36 (+7 eff.) Spell.save +34 (+8 eff.) Mind.save +30 (+8 eff.) HP.reg +2.00 ---------- misc Light +3 Amulets make your neck look great! |
| In main hand | projecting pulsing mindstar of frost (13-14 power, 64 apr, mind damage)3.0 T4 mindstar 1H weapon [Ego++] Nature/Psionic Power 13.0 - 14.3 Mind Uses 137% Wil, 50% Mag, 58% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +64 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +15 (+4 eff.) Melee+ 8 cold Dmg.mod +5% lightning +17% cold +11% fire Res.pen +6% cold ----- def ----- Armour +5 Resists +5% cold ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Psionic/Focus +0.10 Psionic/Projection 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. |
| Around waist | Emblem of Evasion1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+4 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 4.0 Pwr.cost 17 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 38% chance to evade melee and ranged attacks and 54 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
| In off hand | nature's thorny mindstar of balance (8-8 power, 48 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego] Nature Power 7.5 - 8.2 Nature Uses 137% Wil, 50% Mag, 58% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +48 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +12 (+3 eff.) Dmg.mod +3% nature ----- def ----- Resists +4% blight Phys.save +4 (+1 eff.) Spell.save +5 (+1 eff.) Mind.save +4 (+1 eff.) Disease- +12% ---------- misc Equi/ret +0.50 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. |
| Cloak | resilient linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +2 Str +2 Con ----- def ----- Defense +1 (+0 eff.) 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 | Betekira (18 def, 11 armour)9.0 T3 light armor [Random Unique] Arcane/Master While equipped: Stats +7 Str +10 Dex +6 Cun dps ---------- Res.pen +5% acid Melee Ret 4 acid ----- def ----- Armour +11 Defense +18 (+4 eff.) Fatigue +8% Resists +21% acid +18% temporal Phys.save +11 (+2 eff.) A suit of armour made of leather. |
Inventory
elemental stralite dagger (26-34 power, 9 apr)1.0 T4 dagger 1H weapon [Ego+] Arcane Power 26.5 - 34.5 Physical Uses 40% Wil, 80% Cun, 50% Mag Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit: * Create an explosion dealing 134 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +10% fire Res.pen +8% fire Sharp, short and deadly. |
iron dagger (10-12 power, 5 apr)1.0 T1 dagger 1H weapon [Normal] Power 9.5 - 12.3 Physical Uses 40% Wil, 80% Cun, 50% Mag Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
iron dagger (10-14 power, 5 apr)1.0 T1 dagger 1H weapon [Normal] Power 10.5 - 13.7 Physical Uses 40% Wil, 80% Cun, 50% Mag Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
Emelimissra the Plaguesnake (26-36 power, 4 apr)3.0 T3 mace 1H weapon [Rare] Arcane Power 26.0 - 36.4 Physical Uses 100% Wil, 50% Mag Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 134 damage While equipped: dps ---------- Dmg.mod +21% nature +12% cold Res.pen +25% nature Melee Ret 6 blight ----- def ----- Resists +6% cold Blunt and deadly. |
chilling dwarven-steel mace of massacre (33-46 power, 4 apr)3.0 T3 mace 1H weapon [Ego] Arcane/Master Power 33.0 - 46.2 Physical Uses 100% Wil, 50% Mag Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +7 cold Blunt and deadly. |
creative thorny mindstar (8-9 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego] Nature/Psionic Power 8.5 - 9.4 Nature Uses 90% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Cun dps ---------- Mind.crit +3% Crit.mult +11.00% Mind.pwr +6 (+2 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
epiphanous vined mindstar (6-6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego+] Nature/Psionic Power 5.5 - 6.1 Nature Uses 90% Wil, 50% Mag, 30% Cun 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 +4% Mind.pwr +6 (+2 eff.) Dmg.mod +9% mind ---------- misc Psi/m.crit +2.00 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. |
hungering vined mindstar of flames (5-6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego++] Nature/Psionic Power 5.0 - 5.5 Mind Uses 90% Wil, 50% Mag, 30% Cun 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.) All.spd +3% Melee+ 10 fire Dmg.mod +8% fire Res.pen +7% fire ----- def ----- Resists +7% fire ---------- misc Hate/kill +1.00 Psi/kill +1.00 Talents +1 Attune Mindstar Masteries +0.20 Psionic/Voracity +0.10 Cursed/Dark sustenance Inflict 131.20 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 12 cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mossy mindstar (2-3 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Normal] Nature Power 2.5 - 2.8 Mind Uses 90% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Stormlash (17-19 power, 7 apr)3.0 T1 whip 1H weapon [Unique] Arcane Power 17.0 - 18.7 Physical Uses 40% Wil, 50% Mag, 60% Cun 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 (+2 eff.) Strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 34.07 to 102.20 lightning damage (based on Magic and Dexterity). Uses 6 power out of 10/10 This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
thick linen cloak (1 def, 6 armour)2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Armour +6 Defense +1 (+0 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. |
rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 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. |
rough leather armour (3 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
Wrathroot's Barkwood (9 def, 10 armour, 60 block)7.0 T2 shield armor Reqs Shield usage training [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +10 Defense +9 (+2 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
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. |
54 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 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. |
aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) 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 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
4 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
3 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. |
2 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (3/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 115 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. |
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. |
3 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. |
2 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
Dragon's Greed
Amassed 8000 gold pieces.By Super Cheat the Halfling Adventurer level 20
78th Pyre 122nd year of Ascendancy at 09:26 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Super Cheat the Halfling Adventurer level 30
10th Flare 122nd year of Ascendancy at 20:46 see stats
Level 10
Got a character to level 10.By Super Cheat the Halfling Adventurer level 10
77th Pyre 122nd year of Ascendancy at 08:26 see stats
Level 20
Got a character to level 20.By Super Cheat the Halfling Adventurer level 20
77th Pyre 122nd year of Ascendancy at 08:26 see stats
Level 30
Got a character to level 30.By Super Cheat the Halfling Adventurer level 30
7th Mirth 122nd year of Ascendancy at 01:06 see stats
Size is everything
Did over 1500 damage in one attack.By Super Cheat the Halfling Adventurer level 32
14th Regrowth 123rd year of Ascendancy at 11:09 see stats
Size matters
Did over 600 damage in one attack.By Super Cheat the Halfling Adventurer level 30
10th Flare 122nd year of Ascendancy at 20:12 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Super Cheat the Halfling Adventurer level 20
78th Pyre 122nd year of Ascendancy at 09:26 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Super Cheat the Halfling Adventurer level 20
78th Pyre 122nd year of Ascendancy at 09:26 see stats
Log
Deadly Poison from Super Cheat hits Training Dummy for 34 nature damage.
Deadly Poison from Super Cheat hits Training Dummy for 34 nature damage.
Deadly Poison from Super Cheat hits Training Dummy for 67 nature damage.
Super Cheat performs a melee critical strike against Training Dummy!
Super Cheat performs a melee critical strike against Training Dummy!
Super Cheat hits Training Dummy for 118 arcane damage.
Super Cheat hits Training Dummy for 357 mind, 10 cold, 66 light, 11 darkness, 116 darkness, 130 arcane, 339 nature, 10 cold, 66 light, 11 darkness, 116 darkness (1233 total damage).
Super Cheat hits Training Dummy for 130 arcane damage.
Super Cheat hits Training Dummy for 130 arcane damage.
Super Cheat's Beyond the Flesh performs a melee critical strike against Training Dummy!
Super Cheat's Beyond the Flesh hits Training Dummy for 29 lightning, 34 cold (63 total damage).
Super Cheat's Beyond the Flesh hits Training Dummy for 402 physical, 10 cold, 66 light, 11 darkness, 116 darkness, 32 lightning, 37 cold (675 total damage).
Super Cheat's Beyond the Flesh hits Training Dummy for 32 lightning, 37 cold (70 total damage).
Super Cheat's Beyond the Flesh hits Training Dummy for 32 lightning, 37 cold (70 total damage).
Deadly Poison from Super Cheat hits Training Dummy for 34 nature damage.
Deadly Poison from Super Cheat hits Training Dummy for 67 nature damage.
Deadly Poison from Super Cheat hits Training Dummy for 34 nature damage.
Vulnerability Poison from Super Cheat hits Training Dummy for 49 arcane damage.
Deadly Poison from Super Cheat hits Training Dummy for 134 nature damage.
Deadly Poison from Super Cheat hits Training Dummy for 134 nature damage.
Deadly Poison from Super Cheat hits Training Dummy for 268 nature damage.
Vulnerability Poison from Super Cheat hits Training Dummy for 49 arcane damage.
Vulnerability Poison from Super Cheat hits Training Dummy for 49 arcane damage.
Deadly Poison from Super Cheat hits Training Dummy for 30 nature damage.
Deadly Poison from Super Cheat hits Training Dummy for 34 nature damage.
Deadly Poison from Super Cheat hits Training Dummy for 34 nature damage.
Deadly Poison from Super Cheat hits Training Dummy for 67 nature damage.
Super Cheat no longer revels in blood quite so much.





















































































































































