











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: 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:
Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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:
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 Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 | Nightmare Roguelike |
Sex | Male |
Race | Cornac |
Class | Summoner |
Level / Exp | 26 / 96% |
Size | medium |
Lifes / Deaths | Killed by Porolekira the skeleton master archer at level 26 on the 43rd Regrowth 123rd year of Ascendancy at 22:47 / 1 |
Primary Stats
Strength | 13 (base 10) |
Dexterity | 20 (base 11) |
Constitution | 24 (base 15) |
Magic | 23 (base 10) |
Willpower | 82 (base 57) |
Cunning | 82 (base 47) |
Resources
Life | -155/656 |
Equilibrium | 59 |
Healing Factor | 1.2472674059366 |
Regeneration | 9.1674154336342 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 10 |
See Stealth | 81.707788312366 |
See Invisible | 81.707788312366 |
Offense: Mainhand
Damage | 24 |
Accuracy | 50 |
Crit Chance | 27% |
APR | 30 |
Speed | 1.00 |
Offense: Offhand
Damage | 28 |
Accuracy | 50 |
Crit Chance | 27% |
APR | 36 |
Speed | 1.00 |
Offense: Spell
Spellpower | 26 |
Crit Chance | 25% |
Speed | 1 |
Offense: Mind
Mindpower | 55 |
Crit Chance | 34% |
Speed | 1 |
Offense: Damage Bonus
Acid | +8% |
Blight | +12% |
Physical | +14% |
Cold | +5% |
All | 0% |
Lightning | +18% |
Mind | +9% |
Fire | +5% |
Nature | +3% |
Offense: Damage Penetration
Acid | +5% |
Fire | +4% |
Nature | +2% |
Physical | +4% |
Cold | +2% |
All | 0% |
Defense: Base
Armour (hardiness) | 11 (48.304188961773%) |
Defense | 45 |
Ranged Defense | 45 |
Fatigue | 0 |
Physical Save | 12 |
Spell Save | 28 |
Mental Save | 41 |
Defense: Resistances
Cold | + 22%( 70%) |
Lightning | + 32%( 70%) |
Nature | + 16%( 70%) |
Temporal | + 17%( 70%) |
Blight | + 27%( 70%) |
Physical | + 14%( 70%) |
Fire | + 22%( 70%) |
All | + 12%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 2.5 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 570 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 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. |
Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 344 damage for 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 369 life over 5 turns. Its effects scale with your Cunning stat. |
Class Talents
Wild-gift / Summoning (utility) | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Wild-gift / Summoning (melee) | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Summoning (advanced) | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Wild-gift / Summoning (distance) | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Wild-gift / Summoning (augmentation) | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
Wild-gift / Call of the wild | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Wild-gift / Mindstar mastery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.50 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Daikara. Escort: lost defiler (level 2 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Dreadfell. Escort: lost defiler (level 3 of Dreadfell)As a reward you improved Cunning by +5. | done |
You failed to protect the repented thief from death by Betadheda the skeleton mage. Escort: repented thief (level 2 of Ruins of Kor'Pul) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (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. 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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 170. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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: * You've found the needed minotaur nose. * You've found the needed orc heart. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed warg claw. * You've found the needed electric eel tail. 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 chunk of ghoul flesh. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed bloated horror heart. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | ![]() 2.0 T1 feet armor [Rare] Nature While equipped: Stats +3 Cun dps ---------- Mind.pwr +5 (+1 eff.) Dmg.mod +3% mind ----- def ----- Armour +1 Resists +5% lightning +6% temporal ---------- misc Equi/ret +0.16 Max.psi +10.00 Light +3 A pair of boots made of leather. |
Light source | ![]() 1.0 T1 lite [Ego+] Arcane/Psionic While equipped: Stats +3 Wil +3 Mag dps ---------- Spell.pwr +6 (+3 eff.) Dmg.mod +6% mind ---------- 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. |
On head | ![]() 2.0 T1 head armor [Rare] Arcane While equipped: Stats +2 Mag +3 Wil +1 Cun +2 Con dps ---------- Spell.crit +2% Spell.pwr +2 (+1 eff.) Melee Ret 2 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +1 (+0 eff.) ---------- misc Mana/turn +0.10 A pointy cloth hat, very wizardly... |
On hands | ![]() 1.0 T4 hands armor [Rare] Nature While equipped: Stats +1 Str +5 Con dps ---------- Phys.crit +2.0% Melee+ 15 physical Dmg.mod +6% physical Apr +4 ----- def ----- Armour +10 Defense +5 (+2 eff.) Resists +2% physical 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 | ![]() 2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +18% lightning ----- def ----- Resists +15% lightning Die.at -80.00 life Max.HP +80.00 HP.reg +4.00 Fire a magical bolt dealing 266 lightning damage Puts all charms on 9 cooldown 100% to increase the duration of 1 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con dps ---------- Acc +8 (+4 eff.) Apr +8 ----- def ----- Defense +8 (+3 eff.) Disengage: Puts all charms on 6 cooldown Level 3.5 Pwr.cost 6 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Cun +4 Dex dps ---------- Dmg.mod +12% blight Acc +6 (+3 eff.) ----- def ----- Resists +12% blight Rings make your fingers look great! |
Around neck | ![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% fire +11% cold Amulets make your neck look great! |
In main hand | ![]() 3.0 T2 mindstar 1H weapon [Ego+] Nature Power 5.0 - 5.5 Mind Uses 50% Wil, 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.) Dmg.mod +3% nature Res.pen +2% nature ----- def ----- Resists +4% nature ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Wild-gift/Harmony 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 | ![]() 1.0 T1 belt armor [Rare] Arcane While equipped: Stats +1 Str +2 Mag +4 Wil +1 Cun +1 Con dps ---------- Spell.pwr +2 (+1 eff.) ----- def ----- Resists +3% lightning Crit.chn- 5.00% Mind.save +6 (+2 eff.) A belt that goes around your waist. |
In off hand | ![]() 3.0 T3 mindstar 1H weapon [Ego+] Nature Power 9.0 - 9.9 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Dmg.mod +8% acid +5% fire +5% cold +8% physical Res.pen +5% acid +4% fire +2% cold +4% physical ----- def ----- Max.HP +25.00 HP.reg +0.80 Heal/summ +20 ---------- misc Max.summ +2 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 | ![]() 2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +4 Dex +4 Wil +4 Cun dps ---------- Mind.crit +6% Phys.pwr +15 (+7 eff.) Melee Ret 6 physical ----- def ----- Defense +32 (+11 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 | ![]() 2.0 T2 cloth armor [Ego+] Nature/Psionic While equipped: Stats +5 Mag +5 Wil ----- def ----- Resists +5% blight +9% all Max.HP +42.00 HP.reg +2.30 Heal.mod +13% ---------- misc Mana/turn +0.17 Psi/turn +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 T1 amulet jewelry [Normal] Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
![]() 1.0 T2 dagger 1H weapon [Normal] Power 12.5 - 16.2 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Sharp, short and deadly. |
![]() 4.0 T5 longbow 2H weapon Reqs Dex 48 Shoot [Rare] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 On Crit.r2 +8 light While equipped: Stats +6 Cun +2 Wil dps ---------- Phys.crit +11.0% Res.pen +15% mind +10% light Acc +15 (+8 eff.) Longbows are used to shoot arrows at your foes. |
![]() 3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 3.5 Pwr.cost 5 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 169.67 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
![]() 2.0 T3 cloak armor [Ego+] Arcane/Master While equipped: Stats +2 Dex +2 Mag +3 Wil +2 Cun ----- def ----- Defense +2 (+1 eff.) Spell.save +7 (+3 eff.) ---------- misc Max.mana +52.00 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 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +13% lightning +9% fire Res.pen +20% fire +25% cold ----- def ----- Resists +19% lightning +12% temporal +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +5 Str +5 Con dps ---------- Dmg.mod +6% physical ----- def ----- Armour +4 Fatigue -3% Phys.save +5 (+5 eff.) ---------- misc Max.enc +28 Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Wil dps ---------- Phys.crit +11.0% Spell.crit +10% Mind.crit +11% Crit.mult +7.00% Mind.pwr +10 (+3 eff.) Dmg.mod +9% arcane Res.pen +20% darkness ----- def ----- Armour +2 Fatigue +3% Mind.save +18 (+6 eff.) 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. |
![]() 1.0 T1 hands armor [Ego] Arcane/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +7 (+3 eff.) Melee+ 7 temporal Ranged+ 7 temporal Dmg.mod +4% temporal ----- def ----- Armour +1 Resists +6% temporal 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. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Str +2 Mag +2 Wil +4 Cun ----- def ----- Armour +5 Fatigue +5% Resists +10% lightning +12% temporal ---------- misc Infravis +3 See.Invis +12 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T3 head armor [Ego+] Nature/Psionic While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +13% mind Mind.save +12 (+4 eff.) Confus- +22% ---------- misc Stam/ret +1.20 Equi/ret +0.90 A cap made of leather. |
![]() 7.0 T3 shield armor Reqs Shield usage training Str 24 [Rare] Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Dmg.mod +3% lightning Res.pen +5% mind +10% lightning On Hit (Melee): * 8% chance to reduce all saves and defense by 33 On Melee Ret: * 13% chance to reduce all saves and defense by 33 ----- def ----- Armour +6 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 60 power out of 100/100 The very essence of bearness! |
![]() 3.0 T5 arrow ammo Reqs Dex 48 [Rare] Nature Power 51.5 - 72.1 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +3.0% Capacity 22 Ranged+ +20 acid +17 fire +12 mind On Hit.r1 +20 mind On Crit.r2 +4 acid +8 fire On Hit: * 20% chance to reduce armor by 25% Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T5 arrow ammo Reqs Dex 48 [Rare] Disrupt Power 53.5 - 74.9 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +24 Crit +7.0% Capacity 23 Proj.spd +200% Ranged+ +8 acid Against +27% Unnatural +20% Unliving On Hit.r1 +8 acid Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T3 arrow ammo Reqs Dex 24 [Ego+] Nature/Psionic Power 33.0 - 46.2 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 15 Proj.spd +200% Ranged+ +20 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 218 physical damage * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 64 physical damage Arrows are used with bows to pierce your foes to death. |
![]() 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 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+6 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+6 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning 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 (+1 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 48 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 0.0 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. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 122 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 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 T2 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +6% nature Res.pen +5% nature Melee Ret 4 nature ----- def ----- Resists +9% lightning Sting an enemy dealing 175 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 9 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to heal for 55. 100% to increase all damage penetration by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 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 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. |
![]() 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: 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
By Elsa the Cornac Summoner level 23
14th Regrowth 123rd year of Ascendancy at 00:10 see stats
By Elsa the Cornac Summoner level 19
5th Haze 122nd year of Ascendancy at 16:39 see stats
By Elsa the Cornac Summoner level 18
65th Dusk 122nd year of Ascendancy at 17:22 see stats
By Elsa the Cornac Summoner level 10
2nd Flare 122nd year of Ascendancy at 01:10 see stats
By Elsa the Cornac Summoner level 20
5th Haze 122nd year of Ascendancy at 20:36 see stats
By Elsa the Cornac Summoner level 13
6th Dusk 122nd year of Ascendancy at 18:03 see stats
By Elsa the Cornac Summoner level 21
23rd Haze 122nd year of Ascendancy at 19:56 see stats
By Elsa the Cornac Summoner level 9
2nd Summertide 122nd year of Ascendancy at 06:02 see stats
By Elsa the Cornac Summoner level 26
40th Regrowth 123rd year of Ascendancy at 10:19 see stats
By Elsa the Cornac Summoner level 20
6th Haze 122nd year of Ascendancy at 13:08 see stats
Log
Elsa receives 25 healing.
Porolekira the skeleton master archer throws a finishing uppercut.
Elsa is stunned!
Porolekira the skeleton master archer hits Elsa for (302 absorbed), 0 physical, (16 absorbed), 0 arcane, (6 absorbed), 0 fire (0 total damage).
Melee retaliation hits Porolekira the skeleton master archer for (6 flat reduction), 0 physical, (2 flat reduction), 0 temporal (0 total damage).
Elsa uses Frantic Summoning.
Elsa starts summoning at high speed.
Talent Spider is ready to use.
Hydra is still on cooldown for 16 turns.
Elsa's poison area effect hits Porolekira the skeleton master archer for (9 flat reduction), 0 nature (0 total damage).
3-headed hydra (wild summon) spits lightning!
3-headed hydra (wild summon) hits Porolekira the skeleton master archer for (14 flat reduction), 288 lightning (288 total damage).
Porolekira the skeleton master archer raises their leg and snaps it downward in a devastating axe kick.
Your shield crumbles under the damage!
The shield around Elsa crumbles.
Elsa's brain isn't quite working right!
Porolekira the skeleton master archer hits Elsa for (21 absorbed), 286 physical, 16 arcane, 6 fire (307 total damage).
Melee retaliation hits Porolekira the skeleton master archer for (3 flat reduction), 0 physical, (1 flat reduction), 0 temporal (0 total damage).
Talent Infusion: Regeneration is ready to use.
Talent Detonate is ready to use.
Elsa's poison area effect hits Porolekira the skeleton master archer for (9 flat reduction), 0 nature (0 total damage).
3-headed hydra (wild summon) spits acid!
3-headed hydra (wild summon) hits Porolekira the skeleton master archer for (14 flat reduction), 350 acid (350 total damage).
Elsa fails to use Turtle.
Porolekira the skeleton master archer lashes out with a flurry of fists.
Porolekira the skeleton master archer hits Elsa for 205 physical damage.
Melee retaliation hits Porolekira the skeleton master archer for (3 flat reduction), 0 physical, (1 flat reduction), 0 temporal, (3 flat reduction), 0 physical, (1 flat reduction), 0 temporal, (3 flat reduction), 0 physical, (1 flat reduction), 0 temporal (0 total damage).
Elsa the level 26 cornac summoner was impaled to death by Porolekira the skeleton master archer on level 3 of Dreadfell.