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| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.6Donators/Buyers bonus! Ashes of Urh'Rok 1.6.7Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
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 Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Embers of Rage 1.6.7Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
1.6.6 Summmoner Fix 1.6.6 Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Summoner |
| Level / Exp | 16 / 61% |
| Size | medium |
| Lifes / Deaths | Killed by Cyrumille the blue ooze at level 16 on the 15th Wealth 122nd year of Ascendancy at 19:00 / 1 |
Primary Stats
| Strength | 39 (base 28) |
| Dexterity | 9 (base 11) |
| Constitution | 13 (base 10) |
| Magic | 8 (base 10) |
| Willpower | 38 (base 31) |
| Cunning | 38 (base 24) |
Resources
| Life | -7/415 |
| Equilibrium | 33 |
| Healing Factor | 1.2645901639344 |
| Regeneration | 1.9601147540983 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 29.641450861482 |
| See Invisible | 29.641450861482 |
Offense: Mainhand
| Damage | 55 |
| Accuracy | 46 |
| Crit Chance | 15% |
| APR | 29 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 54 |
| Accuracy | 46 |
| Crit Chance | 11% |
| APR | 35 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 11 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 42 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +14% |
| Light | +10% |
| Nature | +23% |
| Cold | +10% |
| Mind | +6% |
| All | 0% |
Offense: Damage Penetration
| Fire | +10% |
Defense: Base
| Armour (hardiness) | 30.5 (80%) |
| Defense | 12 |
| Ranged Defense | 12 |
| Fatigue | 9 |
| Physical Save | 21 |
| Spell Save | 21 |
| Mental Save | 30 |
Defense: Resistances
| Nature | + 30%( 70%) |
| Lightning | + 15%( 70%) |
| Light | + 42%( 70%) |
| Darkness | + 10%( 70%) |
| Blight | + 3%( 70%) |
| Cold | + 26%( 70%) |
| Fire | + 6%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Pinning Resistance | 21% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
| Disarm Resistance | 21% |
| Poison Resistance | 50% |
| Blind Resistance | 20% |
Inscriptions (3/3)
| 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 230 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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 24% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| 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 119 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
| Wild-gift / Summoning (utility) | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Summoning (melee) | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Summoning (distance) | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Summoning (augmentation) | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 5/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Psiblades |
| detrimental effect | Kokeri is fed upon by Cyrumille the blue ooze. Fed Upon |
| beneficial effect | The target has 50% chance to evade melee and ranged attacks. Evasion |
Quests
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved Strength by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Norgos Lair. Escort: worried loremaster (level 2 of Norgos Lair)As a reward you improved Cunning by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 have explored the Maze and vanquished the Minotaur. * 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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * '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.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed skeleton mage skull. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' | 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 within4 lumberjacks have died. | done |
Equipment
| On feet | scholar's pair of iron boots of speed (0 def, 3 armour)3.0 T1 feet armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +3 (+3 eff.) Mov.spd +25% ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | 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.(94 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 41.38 to 124.14 lightning damage (82.76 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
| On hands | storm rough leather gloves of strength (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+2 eff.) Melee+ 5 lightning Dmg.mod +4% lightning ----- def ----- Armour +1 Resists +5% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | powerful elm wand of shielding [power 122] (20 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 122 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | rogue's steel ring of nature (+20%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +10% nature ----- def ----- Defense +6 (+6 eff.) Resists +20% nature Rings can have magical properties. |
| On fingers | rogue's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+4 eff.) Max.HP +21.00 Disarm- +21% Pinning- +21% Knockbk- +20% Rings can have magical properties. |
| Around neck | Scaldreign the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Mind.crit +1% Mind.pwr +10 (+3 eff.) Dmg.mod +6% mind Res.pen +10% fire ----- def ----- Resists +12% light +10% darkness Blind- +20% Amulets can have magical properties. |
| In main hand | Serpent's Glare (91% power, 29 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 92% Range: 1.1x Uses 95% Wil, 57% Cun Dmg Nature Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +29 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +8 (+2 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 177.99 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
| Around waist | insulating rough leather belt of life1.0 T1 belt armor [Ego] Nature/Master While equipped: ----- def ----- Resists +6% fire +6% cold HP.reg +0.80 Heal.mod +14% A belt that goes around your waist. |
| In off hand | nature's vined mindstar of life (88% power, 35 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 89% Range: 1.1x Uses 95% Wil, 57% Cun Dmg Nature Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +35 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +8 (+2 eff.) Dmg.mod +3% nature ----- def ----- Resists +3% blight Max.HP +14.00 HP.reg +0.50 Disease- +12% ---------- 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. |
| Cloak | thick linen cloak of protection (1 def, 6 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +10% cold Spell.save +6 (+3 eff.) Mind.save +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | enlightening steel mail armour of implacability (2 def, 10 armour)14.0 T2 heavy armor [Ego++] Master/Psionic While equipped: Stats +4 Cun +4 Wil ----- def ----- Armour +10 Defense +2 (+2 eff.) Fatigue +7% Phys.save +5 (+3 eff.) Mind.save +10 (+5 eff.) A suit of armour made of mail. |
Inventory
cleansing copper amulet of cunning (+3)0.1 T1 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +3 Cun ----- def ----- Resists +10% nature +10% blight Poison- +22% Disease- +23% Amulets can have magical properties. |
restful copper amulet of constitution (+2)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +2 Con ----- def ----- Fatigue -5% HP.reg +1.00 Amulets can have magical properties. |
restful copper amulet of dexterity (+2)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +2 Dex ----- def ----- Fatigue -5% HP.reg +1.00 Amulets can have magical properties. |
serendipitous steel amulet of strength (+5)0.1 T2 amulet jewelry [Ego+] Nature While equipped: Stats +5 Lck +2 Str dps ---------- Acc +9 (+5 eff.) ----- def ----- Defense +7 (+7 eff.) Unseen.red 11% Amulets can have magical properties. |
warrior's steel amulet of willpower (+2)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil ----- def ----- Resists +5% physical ---------- misc Stam/turn +0.30 Amulets can have magical properties. |
copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +21.00 Disarm- +22% Pinning- +22% Knockbk- +21% Rings can have magical properties. |
warrior's copper ring of power0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +6 (+6 eff.) Mind.pwr +6 (+2 eff.) ----- def ----- Armour +6 Rings can have magical properties. |
elemental steel battleaxe of massacre (129% power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego+] Arcane/Master Power 130% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Hit: * Create an explosion dealing 15 acid damage (1/turn) While equipped: dps ---------- Dmg.mod +10% acid Res.pen +13% acid Massive two-handed battleaxes. |
Chillrune (103% power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Random Unique] Nature/Master/Psionic Power 104% Range: 1.3x Uses 45% Dex, 45% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 mind On Hit: * 12% chance to reduce all saves and defense by 27 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +5 Str +5 Dex +3 Mag +7 Wil +5 Cun +4 Con dps ---------- Phys.crit +5.0% Crit.mult +5.00% Mind.pwr +10 (+3 eff.) Dmg.mod +3% mind ----- def ----- Resists +6% cold Sharp, short and deadly. |
steel dagger of massacre (114% power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego] Master Power 114% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Sharp, short and deadly. |
steel dagger of persecution (102% power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego] Disrupt Power 102% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Against +8% Unnatural While equipped: Stats +3 Wil Sharp, short and deadly. |
balanced iron greatmaul of phasing (118% power, 10 apr)5.0 T1 greatmaul 2H weapon [Ego] Arcane/Master Power 118% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +10 Crit +0.5% Atk.spd 100% Phasing +14% While equipped: dps ---------- Acc +10 (+5 eff.) ----- def ----- Defense +7 (+7 eff.) Disarm- +28% Massive two-handed mauls. |
steel greatsword of erosion (126% power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Nature Power 127% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +7 nature Massive two-handed swords. |
steady ash longbow of acid4.0 T2 longbow 2H weapon Reqs Dex 16 Shoot [Ego] Arcane/Master Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +8 acid While equipped: dps ---------- Phys.crit +3.0% Dmg.mod +14% acid Acc +9 (+5 eff.) Longbows are used to shoot arrows at your foes. |
balanced steel longsword of erosion (110% power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Nature/Master Power 110% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +9 nature While equipped: dps ---------- Acc +5 (+3 eff.) ----- def ----- Defense +6 (+6 eff.) Disarm- +20% Sharp, long, and deadly. |
steel longsword of erosion (116% power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Nature Power 116% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +5 nature Sharp, long, and deadly. |
arcing steel mace of daylight (113% power, 3 apr)3.0 T2 mace 1H weapon [Ego] Arcane Power 113% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +6 light Against +9% Undead On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Blunt and deadly. |
vined mindstar (85% power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Normal] Nature Power 85% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.3% 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.) ---------- 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. |
vined mindstar (85% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Normal] Nature Power 85% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.3% 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.) ---------- 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. |
cruel ash magestaff (111% power, 3 apr, fire element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Crit.mult +11.00% Spell.pwr +6 (+6 eff.) Dmg.mod +15% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
strafer's steel steamgun of piercing4.0 T2 steamgun 1H weapon Reqs Dex 16 Shoot Steam Pool [Ego+] Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Res.pen +6% all Acc +14 (+6 eff.) Apr +7 ---------- misc Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
woollen robe 'Emilenor' (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Arcane/Psionic While equipped: dps ---------- Spell.crit +3% Mind.crit +4% Crit.mult +10.00% Spell.pwr +3 (+3 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +13% temporal Res.pen +5% mind Melee Ret 4 arcane ----- def ----- Resists +13% temporal +9% all Spell.save +18 (+9 eff.) Mind.save +20 (+10 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of iron boots (0 def, 3 armour)3.0 T1 feet armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
polar dwarven-steel gauntlets of strength (+2) (0 def, 2 armour)1.5 T2 hands armor [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+2 eff.) Melee+ 7 cold Dmg.mod +3% cold ----- def ----- Armour +2 Fatigue +3% Resists +6% cold 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. |
rough leather gloves of strength (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+2 eff.) ----- 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. |
sand dwarven-steel gauntlets of dexterity (+4) (0 def, 9 armour)1.5 T2 hands armor [Ego] Nature/Master While equipped: Stats +4 Dex dps ---------- Melee+ 7 physical Dmg.mod +6% physical Acc +12 (+6 eff.) ----- def ----- Armour +9 Fatigue +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
insulating rough leather cap of strength (+2) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +1 Fatigue +1% Resists +5% fire +6% cold A cap made of leather. |
iron helm of strength (+2) (0 def, 3 armour)3.0 T1 head armor [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
cleansing steel mail armour of fire resistance (2 def, 6 armour)14.0 T2 heavy armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% Resists +10% blight +15% fire +12% nature A suit of armour made of mail. |
impenetrable steel mail armour (2 def, 13 armour)14.0 T2 heavy armor [Ego] Master While equipped: ----- def ----- Armour +13 Defense +2 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
rejuvenating steel mail armour of clarity (2 def, 6 armour)14.0 T2 heavy armor [Ego] Nature/Psionic While equipped: ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% Resists +7% mind Mind.save +12 (+6 eff.) HP.reg +2.10 ---------- misc Stam/turn +0.70 A suit of armour made of mail. |
Nature's Blessing (8 def, 6 armour)9.0 T2 light armor [Unique] Nature/Disrupt While equipped: Stats +3 Wil +4 Con ----- def ----- Armour +6 Defense +8 (+8 eff.) Rng.Def +4 (+4 eff.) Fatigue +8% Resists +20% nature +25% arcane Spell.save +18 (+9 eff.) HP.reg +1.00 Heal.mod +20% Stun/Frz- +25% ---------- misc Masteries +0.20 Wild-gift/Antimagic Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
prismatic cured leather armour of cold resistance (6 def, 4 armour)9.0 T2 light armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +4 Defense +6 (+6 eff.) Fatigue +7% Resists +15% cold +12% light +10% darkness A suit of armour made of leather. |
radiant rough leather armour of acid resistance (3 def, 2 armour)9.0 T1 light armor [Ego+] Nature/Master While equipped: Stats +1 Wil ----- def ----- Armour +2 Defense +3 (+3 eff.) Fatigue +6% Resists +10% blight +12% darkness +16% acid ---------- misc Light +1 A suit of armour made of leather. |
rejuvenating cured leather armour (6 def, 4 armour)9.0 T2 light armor [Ego] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+6 eff.) Fatigue +7% HP.reg +2.30 ---------- misc Stam/turn +0.90 A suit of armour made of leather. |
iron plate armour (0 def, 7 armour)17.0 T1 massive armor [Normal] While equipped: ----- def ----- Armour +7 Fatigue +22% A suit of armour made of metal plates. |
exposing steel shield of fire resistance (+19%) (0 def, 4 armour, 40.5 block)7.0 T2 shield armor [Ego] Master/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On Hit (Melee): * 6% chance to reduce all saves and defense by 27 On Melee Ret: * 12% chance to reduce all saves and defense by 27 ----- def ----- Armour +4 Fatigue +8% Resists +19% fire ---------- misc Talents +1 Block Handheld deflection devices. |
steel shield of cold resistance (+16%) (0 def, 4 armour, 41 block)7.0 T2 shield armor [Ego] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +4 Fatigue +8% Resists +16% cold ---------- misc Talents +1 Block Handheld deflection devices. |
Erugen the Galewreath (18/18, 154% power, 14 apr)3.0 T4 arrow ammo Reqs Dex 35 [Random Unique] Nature/Psionic Power 154% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +14 Crit +2.5% Capacity 18 Ranged+ +4 lightning +44 physical +16 fire +14 nature +21 cold On Crit.r2 +12 lightning +20 cold On Hit: * 20% chance to knock the target back 3 spaces and deal 170 physical damage Arrows are used with bows to pierce your foes to death. |
quiver of yew arrows 'Beahad' (16/16, 155% power, 10 apr)3.0 T3 arrow ammo Reqs Dex 24 [Rare] Master Power 155% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +14.0% Capacity 16 Proj.spd +200% Ranged+ +12 physical On Hit.r1 +8 acid On Crit: * Wound the target dealing 178 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Reload +4 Arrows are used with bows to pierce your foes to death. |
9 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. |
3 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 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. |
Tooth of the Mouth (dig speed 12 turns)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. |
5 spinel0.0 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. |
brass lantern of clarity2.0 T1 lite [Ego] Psionic While equipped: ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Light +3 See.Stealth +8 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. |
bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +41.00 ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 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 10 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. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
pouch of steel shots of erosion (13/19, 116% power, 2 apr)3.0 T2 shot ammo Reqs Dex 16 [Ego] Nature Power 116% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 19 Ranged+ +8 nature Shots are used with slings to pummel your foes to death. |
Beloyalle the elm totem of thorny skin [power 17] (20 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Phys.pwr +15 (+5 eff.) Res.pen +15% arcane ----- def ----- Resists +5% arcane Def/telep +5 Res/telep +5% Dur/telep +5% Harden the skin for 7 turns increasing armour by 17 and armour hardiness by 30% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
2 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
cleansing ash wand of clairvoyance [power 10] (15 cooldown)2.0 T2 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 10, power 33 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
3 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. |
9 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. |
5 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
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Kokeri the Dwarf Summoner level 8
28th Voratun 122nd year of Ascendancy at 10:36 see stats
Level 10 (Roguelike)
Got a character to level 10.By Kokeri the Dwarf Summoner level 10
6th Profit 122nd year of Ascendancy at 00:04 see stats
Squadmate (Roguelike)
Escaped from Reknor alive with your squadmate Norgan.By Kokeri the Dwarf Summoner level 5
18th Voratun 122nd year of Ascendancy at 17:29 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Kokeri the Dwarf Summoner level 12
15th Profit 122nd year of Ascendancy at 22:41 see stats
Log
Thought-forged bowman shoots!
Cyrumille the blue ooze converts some damage to Psi!
War hound hits Cyrumille the blue ooze for 33 to psi, 56 physical (89 total damage).
Cyrumille the blue ooze receives 2 healing (2 psi heal).
Kokeri uses Phase Summon.
Kokeri tries to evade attacks.
Ritch flamespitter tries to evade attacks.
Ritch flamespitter spits flames!
Cyrumille the blue ooze converts some damage to Psi!
Ritch flamespitter hits Cyrumille the blue ooze for 11 to psi, 20 fire (31 total damage).
Thought-forged bowman's Shoot performs a ranged critical strike against Ritch flamespitter!
Thought-forged bowman's Shoot hits Ritch flamespitter for 87 physical, 12 physical (99 total damage).
Cyrumille the blue ooze converts some damage to Psi!
War hound hits Cyrumille the blue ooze for 32 to psi, 54 physical (86 total damage).
Ritch flamespitter evades Something.
Thought-forged bowman shoots!
Cyrumille the blue ooze receives 4 healing (3 psi heal).
Kokeri summons a 3-headed hydra!
Ritch flamespitter spits flames!
Cyrumille the blue ooze uses Mind Sear.
Cyrumille the blue ooze converts some damage to Psi!
Cyrumille the blue ooze hits Kokeri for 134 mind damage.
Cyrumille the blue ooze hits 3-headed hydra for 129 mind damage.
Ritch flamespitter hits Cyrumille the blue ooze for 11 to psi, 20 fire (31 total damage).
Kokeri the level 16 dwarf summoner was psyched to death by Cyrumille the blue ooze on level 2 of The Maze.
Ritch flamespitter is no longer evading attacks.
Kokeri is no longer evading attacks.
Kokeri deactivates Psiblades.































































































