













Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.0Donators/Buyers bonus! 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:
Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game 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 EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit 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 | Dwarf |
Class | Bulwark |
Level / Exp | 26 / 25% |
Size | big |
Lifes / Deaths | Killed by ultimate shivgoroth at level 13 on the 37th Profit 122nd year of Ascendancy at 00:46 0 / 8Killed by shivgoroth at level 13 on the 37th Profit 122nd year of Ascendancy at 02:38 Killed by Dogu at level 19 on the 27th Wealth 122nd year of Ascendancy at 16:01 Killed by snow giant boulder thrower at level 21 on the 22nd Dearth 122nd year of Ascendancy at 07:04 Killed by Xuma the Guardian at level 24 on the 12nd Loss 122nd year of Ascendancy at 09:06 Killed by shadow at level 24 on the 13rd Loss 122nd year of Ascendancy at 13:17 Killed by elven blood mage at level 26 on the 26th Loss 122nd year of Ascendancy at 13:20 Killed by elven corruptor at level 26 on the 26th Loss 122nd year of Ascendancy at 16:06 |
Primary Stats
Strength | 51 (base 42) |
Dexterity | 39 (base 20) |
Constitution | 48 (base 36) |
Magic | 8 (base 10) |
Willpower | 29 (base 18) |
Cunning | 24 (base 18) |
Resources
Life | -300/1082 |
Mana | 345/345 |
Stamina | 216/298 |
Healing Factor | 1.4678383355187 |
Regeneration | 16.360749877237 |
Speed
Mental | +4.4408920985006E-14% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 6 |
See Stealth | 40.989687335918 |
See Invisible | 42.989687335918 |
Offense: Mainhand
Damage | 82 |
Accuracy | 62 |
Crit Chance | 19% |
APR | 30 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 8 |
Crit Chance | 7% |
Speed | 1 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +6% |
Blight | +5% |
Physical | +18% |
Mind | +15% |
All | 0% |
Offense: Damage Penetration
Lightning | +15% |
Fire | +10% |
Physical | +25% |
Mind | +20% |
All | 0% |
Defense: Base
Armour (hardiness) | 53 (55%) |
Defense | 51 |
Ranged Defense | 57 |
Fatigue | 35 |
Physical Save | 60 |
Spell Save | 61 |
Mental Save | 50 |
Defense: Resistances
Blight | + 13%( 70%) |
Arcane | + 13%( 70%) |
Cold | + 13%( 70%) |
All | + 13%( 70%) |
Darkness | + 26%( 70%) |
Light | + 13%( 70%) |
Physical | + 17%( 70%) |
Lightning | + 13%( 70%) |
Mind | + 26%( 70%) |
Fire | + 18%( 70%) |
Nature | + 13%( 70%) |
Defense: Immunities
Pinning Resistance | 100% |
Bleed Resistance | 0% |
Confusion Resistance | 0% |
Stun Resistance | 30% |
Disarm Resistance | 34% |
Instadeath Resistance | 100% |
Knockback Resistance | 50% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -328 life. The duration and life will increase by 1% for every 1% life you have lost (currently 747 life, 11 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 151 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Shield defense | 1.30 |
| 4/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 2/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 2/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 4/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Heart of the Gloom. Escort: lone alchemist (level 2 of Heart of the Gloom)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the repented thief from death by snow giant thunderer. Escort: repented thief (level 2 of Daikara) | failed |
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. | active |
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 |
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 |
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. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed warg claw. * You've found the needed sandworm tooth. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | 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 | ![]() 0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+1 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.6 Pwr.cost 17 out of 19/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Light source | ![]() 1.0 T3 lite [Ego] Arcane/Psionic While equipped: dps ---------- Melee Ret 13 fire ----- def ----- Resists +6% fire Mind.save +7 (+2 eff.) ---------- misc Light +4 See.Stealth +8 See.Invis +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+3 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
On hands | ![]() 1.0 T4 hands armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% physical Acc +8 (+2 eff.) Melee Ret 4 physical ----- def ----- Armour +13 Defense +15 (+5 eff.) Phys.save +7 (+2 eff.) Mind.save +13 (+4 eff.) Heal.mod +20% Disarm- +34% 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 T2 wand charm [Rare] Arcane While equipped: Stats +3 Con dps ---------- Res.pen +15% physical Melee Ret 8 physical ----- def ----- Die.at -60.00 life ---------- misc Max.stam +30.00 Wards +4 nature +3 cold +3 arcane +4 fire Talents +1 Ward Create a radius 3 storm for 5 turns. Each turn, creatures within take 41 lightning damage and will be dazed for 1 turn (206 total damage) Puts all charms on 13 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +6% darkness Res.pen +20% mind +15% lightning Acc +9 (+3 eff.) Apr +9 Melee Ret 4 lightning On Hit (Melee): * 20% chance to reduce damage dealt by 16% ----- def ----- Defense +10 (+3 eff.) Resists +15% darkness Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 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 84% 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 T2 ring jewelry [Rare] Master While equipped: Stats +8 Dex dps ---------- Dmg.mod +15% mind +12% physical Res.pen +10% physical +10% fire Acc +8 (+2 eff.) Apr +5 ----- def ----- Armour +4 Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Ego+] Nature While equipped: Stats +6 Lck dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +9 (+3 eff.) Unseen.red 11% Amulets make your neck look great! |
In main hand | ![]() 3.0 T4 longsword 1H weapon [Unique] Master/Unknown Power 40.0 - 56.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +13.0% Atk.spd 100% Melee+ +18 draining blight On Crit: * grows in power On Kill: * grows dramatically in power While equipped: dps ---------- Crit.mult +14.00% Dmg.mod +5% blight ----- def ----- Cut- -25% ---------- misc Max.vim +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
Around waist | ![]() 1.0 T3 belt armor [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Phys.pwr +25 (+7 eff.) Acc +30 (+8 eff.) Apr +4 ----- def ----- Mind.save +8 (+2 eff.) Die.at -40.00 life Max.HP +40.00 A belt that goes around your waist. |
In off hand | ![]() 7.0 T3 shield armor Reqs Shield usage training [Unique] Master When used to Attack: Power 48.0 - 57.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +320 While equipped: ----- def ----- Armour +18 Hardiness +20% Defense +20 (+7 eff.) Rng.Def +10 (+3 eff.) Fatigue +30% ---------- misc Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
Cloak | ![]() 2.0 T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +6 (+3 eff.) ----- def ----- Defense +10 (+3 eff.) Resists +15% mind Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) ---------- misc Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Level 3.3 Pwr.cost 9 out of 18/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 32 points of damage the target suffers will reduce the effect duration by one turn. When Slumber 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. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Main armor | ![]() 9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+1 eff.) Rng.Def +8 (+3 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Inventory
![]() 0.1 T4 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Resists +16% lightning Blind- +26% Stun/Frz- +28% ---------- misc Infravis +4 Sight +2 See.Invis +5 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego+] Master While equipped: Stats +4 Dex +5 Cun +3 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +1.00 ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
![]() 0.1 T2 ring jewelry [Rare] Arcane While equipped: dps ---------- Mind.pwr +20 (+10 eff.) Dmg.mod +12% light Melee Ret 2 mind ----- def ----- Resists +24% light +5% arcane ---------- misc Psi/ret +0.20 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Psionic While equipped: dps ---------- Melee Ret 6 lightning ----- def ----- Resists +6% lightning +3% temporal +3% light +9% fire +6% nature Mind.save +6 (+2 eff.) Confus- +23% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% Max.HP +26.00 Disarm- +21% Pinning- +20% Knockbk- +23% ---------- misc Max.enc +22 Rings make your fingers look great! |
![]() 5.0 T4 greatmaul 2H weapon [Unique] Master/Psionic Power 56.0 - 84.0 Physical Uses 70% Wil, 70% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Atk.spd 100% Melee+ +22 mind On Hit: * 14% chance to reduce all saves and defense by 19 * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.crit +5% Mind.pwr +15 (+8 eff.) Dmg.mod +10% mind +10% physical Res.pen +9% all +25% physical Acc +21 (+6 eff.) Apr +12 ----- def ----- Mind.save +12 (+4 eff.) ---------- misc Psi/turn +0.10 Talents +3 Dream Smith's Hammer +3 Hammer Toss Cooldown Hammer Toss -2 A large shimmering maul that seems to produce a ringing in your ears. It is both as malleable as thought and as hard as the strongest steel. |
![]() 3.0 T3 greatsword 2H weapon [Rare] Master Power 51.0 - 81.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +8 blight While equipped: dps ---------- On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Armour +8 Resists +3% cold +3% temporal Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon [Random Unique] Arcane/Psionic Power 49.5 - 79.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +31 Crit +4.5% Atk.spd 100% Phasing +16% Melee+ +20 fire +24 darkness +20 arcane Against +7% Living On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Res.pen +10% fire Massive two-handed swords. |
![]() 4.0 T2 longbow 2H weapon Reqs Shoot [Random Unique] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 On Crit.r2 +4 light While equipped: Stats +7 Str dps ---------- Phys.pwr +31 (+9 eff.) On Hit (Ranged): * 20 arcane resource burn ----- def ----- Resists +5% arcane ---------- misc Light +3 Longbows are used to shoot arrows at your foes. |
![]() 3.0 T4 longsword 1H weapon [Unique] Master Power 46.0 - 64.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +20.0% Phys.spd +20% ----- def ----- Defense +40 (+12 eff.) Atk.evade +10% This very thin sword cuts through the air with ease, allowing remarkably quick movement. |
![]() 3.0 T3 mindstar 1H weapon [Rare] 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% Melee+ +8 cold While equipped: Stats +5 Str dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Melee+ 10 physical Dmg.mod +9% darkness +10% physical Res.pen +10% physical Melee Ret 6 cold ----- def ----- Resists +6% darkness +7% physical Crit.dmg- 10.00% ---------- misc See.Invis +12 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 5.0 T3 staff 2H weapon Reqs Mag 24 [Unique] Arcane Power 20.0 - 24.0 Darkness Uses 150% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +20 (+16 eff.) Dmg.mod +20% acid +20% cold +20% darkness +20% blight ---------- misc Talents +1 Command Staff Masteries +0.10 Corruption/Bone +0.10 Spell/Nightfall +0.10 Spell/Master of flesh +0.10 Spell/Necrosis +0.10 Spell/Master necromancer +0.10 Spell/Master of bones It seems willing and able to talk to you (use Command Staff). A staff made out of the bones of fallen foes. Disgustingly powerful. |
![]() 1.0 T3 belt armor [Ego++] Arcane/Nature While equipped: Stats +4 Mag ----- def ----- Resists +7% acid +6% fire +6% lightning +7% cold ---------- misc Mana/turn +0.28 Max.mana +33.00 A belt that goes around your waist. |
![]() 2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+4 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+3 eff.) Send out a range 5 beam of kinetic energy, dealing 30.84 to 38.55 physical damage (based on Willpower and Cunning) with knockback. Uses 9 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
![]() 2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun dps ---------- Mov.spd +0% ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Con +3 Wil dps ---------- Phys.crit +3.0% Phys.pwr +11 (+4 eff.) Spell.pwr +5 (+5 eff.) Mind.pwr +11 (+6 eff.) Res.pen +5% temporal +12% physical On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Armour +4 Fatigue +3% Resists +12% blight Blindside: Puts all charms on 22 cooldown Level 2.0 Pwr.cost 22 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 15 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Throw Boulder: Level 2.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 147.40 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Random Unique] Arcane/Master/Psionic While equipped: ----- def ----- Armour +19 Defense +3 (+1 eff.) Fatigue +12% Resists +2% physical +6% mind +6% arcane Spell.save +13 (+3 eff.) Mind.save +15 (+5 eff.) Confus- +20% A suit of armour made of mail. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +7 Defense +2 (+1 eff.) Fatigue +12% Resists +5% acid +7% cold ---------- misc Breathe water A suit of armour made of mail. |
![]() 9.0 T4 light armor [Ego+] Nature While equipped: ----- def ----- Armour +7 Defense +12 (+4 eff.) Fatigue +8% Max.HP +46.00 HP.reg +10.20 Heal.mod +12% A suit of armour made of leather. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Unique] Arcane When used to Attack: Power 57.0 - 68.4 Stunning fire Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +7.0% Block +235 Dmg.conv 50% darkness On Hit: * releases a burst of dark fire, dealing damage equal to your magic stat While equipped: dps ---------- Spell.pwr +8 (+8 eff.) Melee Ret 24 darkness 24 fire ----- def ----- Armour +18 Defense +8 (+3 eff.) Rng.Def +12 (+4 eff.) Fatigue +25% Resists +20% darkness +35% fire ---------- misc Talents +1 Block This rugged stone shield flickers with bursts of pitch black flame. |
Axe of Fluffy Evil Axe of Fluffy Evil4.0 axe misc [Unique] Unknown Create a ... clockwork gnome. Uses 43 power out of 50/50 It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
![]() 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 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 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 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 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. |
![]() 0.0 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. |
![]() 0.0 T3 gift gem [Legendary] Unknown While carried: Light +2 Explode a sphere. Uses 1 power out of 2019/2021 A set of 2021 tiny explosive spheres. |
![]() 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 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 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. |
![]() 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 26 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
![]() 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. |
![]() 2.0 T3 wand charm [Rare] Arcane While equipped: Stats +3 Con dps ---------- Phys.crit +1.0% Res.pen +10% mind Acc +15 (+4 eff.) ----- def ----- Resists +3% physical Create a radius 3 storm for 5 turns. Each turn, creatures within take 48 lightning damage and will be dazed for 1 turn (242 total damage) Puts all charms on 13 cooldown 100% to increase all damage penetration by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 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 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Dogu the Dwarf Bulwark level 21
21st Dearth 122nd year of Ascendancy at 11:04 see stats
By Dogu the Dwarf Bulwark level 6
27th Voratun 122nd year of Ascendancy at 14:10 see stats
By Dogu the Dwarf Bulwark level 24
13rd Loss 122nd year of Ascendancy at 05:24 see stats
By Dogu the Dwarf Bulwark level 19
18th Wealth 122nd year of Ascendancy at 13:06 see stats
By Dogu the Dwarf Bulwark level 10
14th Profit 122nd year of Ascendancy at 02:06 see stats
By Dogu the Dwarf Bulwark level 20
28th Wealth 122nd year of Ascendancy at 01:13 see stats
By Dogu the Dwarf Bulwark level 14
39th Profit 122nd year of Ascendancy at 14:33 see stats
By Dogu the Dwarf Bulwark level 22
24th Dearth 122nd year of Ascendancy at 19:19 see stats
By Dogu the Dwarf Bulwark level 5
19th Voratun 122nd year of Ascendancy at 07:19 see stats
By Dogu the Dwarf Bulwark level 16
5th Wealth 122nd year of Ascendancy at 04:17 see stats
By Dogu the Dwarf Bulwark level 13
24th Profit 122nd year of Ascendancy at 08:32 see stats
By Dogu the Dwarf Bulwark level 20
14th Dearth 122nd year of Ascendancy at 11:52 see stats
By Dogu the Dwarf Bulwark level 13
26th Profit 122nd year of Ascendancy at 08:17 see stats
By Dogu the Dwarf Bulwark level 20
13rd Dearth 122nd year of Ascendancy at 20:26 see stats
By Dogu the Dwarf Bulwark level 20
28th Wealth 122nd year of Ascendancy at 02:47 see stats
By Dogu the Dwarf Bulwark level 26
26th Loss 122nd year of Ascendancy at 13:20 see stats
Log
Elven corruptor is not dazed anymore.
Elven corruptor is stunned!
Dogu hits Elven corruptor for 352 physical, 256 physical (609 total damage).
Elven corruptor activates his wand!
A shield forms around elven corruptor.
A shield forms around elven warrior.
A shield forms around elven corruptor.
Elven corruptor casts Blood Grasp.
Talent Infusion: Healing is ready to use.
Elven corruptor's Blood Grasp hits Dogu for 138 blight damage.
Elven corruptor receives 29 healing from Elven corruptor's Blood Grasp.
Dogu uses Infusion: Healing.
Dogu receives 222 healing from Infusion: Healing.
Elven corruptor shrugs off Dogu's 'Slumber'!
Elven corruptor casts Bone Spear.
Elven corruptor hits Dogu for 161 physical damage.
Elven corruptor casts Drain.
Elven corruptor hits Dogu for 178 blight damage.
You pickup 0.75 gold pieces.
Elven corruptor is no longer invisible.
Elven corruptor casts Blood Grasp.
Elven corruptor casts Soul Rot.
Elven corruptor's spell attains critical power!
Elven corruptor's Blood Grasp hits Dogu for 62 blight damage.
Elven corruptor receives 13 healing from Elven corruptor's Blood Grasp.
Elven corruptor's Soul Rot hits Dogu for 317 blight damage.
Dogu the level 26 dwarf bulwark was tainted to death by an elven corruptor on level 2 of Dark crypt.