Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) 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:
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 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 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 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 | Female |
Race | Cornac |
Class | Adventurer |
Level / Exp | 20 / 21% |
Size | medium |
Lifes / Deaths | Killed by DarksidePBW at level 20 on the 39th Dusk 122nd year of Ascendancy at 11:21 / 1 |
Primary Stats
Strength | 38 (base 37) |
Dexterity | 24 (base 12) |
Constitution | 35 (base 30) |
Magic | 12 (base 12) |
Willpower | 13 (base 12) |
Cunning | 50 (base 29) |
Resources
Life | 1/575 |
Mana | 109/229 |
Stamina | 87/194 |
Healing Factor | 1.1916660017319 |
Regeneration | 8.650386100566 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Offense: Mainhand
Damage | 32 |
Accuracy | 45 |
Crit Chance | 27% |
APR | 23 |
Speed | 0.90 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 17 |
Crit Chance | 13% |
Speed | 1 |
Offense: Mind
Mindpower | 24 |
Crit Chance | 13% |
Speed | 1 |
Offense: Damage Bonus
Acid | +6% |
Temporal | +3% |
Blight | +11% |
Fire | +5% |
Nature | +5% |
Offense: Damage Penetration
Acid | +20% |
Light | +10% |
Physical | +20% |
Cold | +5% |
Mind | +25% |
Defense: Base
Armour (hardiness) | 35.413408721348 (85.897138898113%) |
Defense | 43 |
Ranged Defense | 43 |
Fatigue | 20 |
Physical Save | 32 |
Spell Save | 21 |
Mental Save | 22 |
Defense: Resistances
Acid | + 26%( 70%) |
Blight | + 16%( 70%) |
Physical | + 7%( 70%) |
Cold | + 40%( 70%) |
All | + 6%( 70%) |
Lightning | + 9%( 70%) |
Light | + 9%( 70%) |
Temporal | + 14%( 70%) |
Mind | + 25%( 70%) |
Darkness | + 30%( 70%) |
Fire | + 11%( 70%) |
Nature | + 41%( 70%) |
Defense: Immunities
Knockback Resistance | 40% |
Disarm Resistance | 50% |
Instadeath Resistance | 100% |
Confusion Resistance | 23% |
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 238 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Cunning / Poisons | 1.00 |
| 5/5 |
| 3/5 |
| 4/5 |
| 1/5 |
Technique / Shield defense | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat veteran | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat techniques | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Conditioning | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Cunning / Scoundrel | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 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 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Norgos Lair. Escort: lost defiler (level 3 of Norgos Lair)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the worried loremaster from death by Xeruta the brown bear. Escort: worried loremaster (level 4 of Old Forest) | failed |
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 must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed ice ant stinger. * You've found the needed honey tree root. | 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 |
Equipment
On feet | Isagann the pair of dwarven-steel boots (0 def, 4 armour) Isagann the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +3 Cun +1 Wil dps ---------- Crit.mult +5.00% Spell.pwr +5 (+4 eff.) Dmg.mod +6% acid ----- def ----- Armour +4 Fatigue +3% Resists +15% acid Mind.save +3 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | brass lantern 'Neratha' brass lantern 'Neratha'2.0 T1 lite [Rare] Nature While equipped: Stats +2 Dex dps ---------- Phys.pwr +15 (+6 eff.) Res.pen +5% acid On Hit (Melee): * 20% chance to reduce armor by 20% ----- def ----- Max.HP +43.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Duvasta the Squalorwreath (0 def, 1 armour) Duvasta the Squalorwreath (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Con dps ---------- Res.pen +10% mind On Hit (Melee): * 20% chance to slow global speed by 42% ----- def ----- Armour +1 Fatigue +1% Resists +7% cold +3% nature +3% mind ---------- misc Light +3 Breathe water A cap made of leather. |
On hands | hardened leather gloves 'Elybrenne' (0 def, 6 armour) hardened leather gloves 'Elybrenne' (0 def, 6 armour)1.0 T2 hands armor [Rare] Nature While equipped: Stats +4 Con dps ---------- Melee+ 8 fire Dmg.mod +5% fire Res.pen +15% mind +20% physical Apr +2 ----- def ----- Armour +6 Resists +6% mind +5% fire 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 | Treegash the iron pickaxe (dig speed 36 turns) Treegash the iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature On Hit (Melee): * 20% chance to slow global speed by 42% * 10 arcane resource burn ----- def ----- Resists +14% nature +3% acid While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Samyregohor the gold ring Samyregohor the gold ring0.1 T3 ring jewelry [Rare] Master While equipped: Stats +5 Cun dps ---------- Res.pen +15% acid On Hit (Melee): * 20% chance to reduce armor by 20% ----- def ----- Defense +10 (+3 eff.) Resists +3% acid +3% temporal +6% darkness Rings make your fingers look great! |
On fingers | marksman's copper ring of blight (+11%) marksman's copper ring of blight (+11%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +11% blight Acc +4 (+2 eff.) ----- def ----- Resists +11% blight Rings make your fingers look great! |
Around neck | Brodidunakan the Stormonslaught Brodidunakan the Stormonslaught0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Apr +1 ----- def ----- Defense +10 (+3 eff.) Resists +3% lightning +1% physical +11% mind Confus- +23% ---------- misc Max.stam +30.00 Amulets make your neck look great! |
In main hand | Swordbreaker (129% power, 20 apr) Swordbreaker (129% power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+5 eff.) Phys.save +15 (+8 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Around waist | Mighty Girdle Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | Wrathroot's Barkwood (9 def, 10 armour, 124% power, 60 block) Wrathroot's Barkwood (9 def, 10 armour, 124% power, 60 block)7.0 T2 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 124% Range: 1.4x Uses 150% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +60 While equipped: ----- def ----- Armour +10 Defense +9 (+3 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
Cloak | Airhash the linen cloak (1 def, 0 armour) Airhash the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% temporal Res.pen +5% cold Melee Ret 6 lightning On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +1 (+0 eff.) Resists +6% temporal Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Yvudhena the Starbrawn (2 def, 4 armour) Yvudhena the Starbrawn (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Res.pen +10% light Melee Ret 2 cold ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +3% light +9% cold HP.reg +2.70 ---------- misc Stam/turn +0.70 Max.hate +2.00 A suit of armour made of mail. |
Inventory
acid wave rune of the psychic (damage 76; dur 4; cd 19) acid wave rune of the psychic (damage 76; dur 4; cd 19)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 75.90 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the sneak (absorb 73; cd 19) shatter afflictions rune of the sneak (absorb 73; cd 19)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 73 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 200; dur 4; cd 14) shielding rune of the sneak (absorb 200; dur 4; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 200 damage for 4 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
restful gold amulet of magic (+4) restful gold amulet of magic (+4)0.1 T3 amulet jewelry [Ego] Arcane/Master While equipped: Stats +4 Mag ----- def ----- Fatigue -5% HP.reg +3.00 Amulets make your neck look great! |
mule's steel ring mule's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% ---------- misc Max.enc +20 Rings make your fingers look great! |
dwarven-steel battleaxe 'Runochak' (147% power, 2 apr) dwarven-steel battleaxe 'Runochak' (147% power, 2 apr)3.0 T3 battleaxe 2H weapon [Rare] Master Power 147% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 17 ----- def ----- Phys.save +12 (+6 eff.) HP.reg +4.00 Cut- +20% Teleport- +20% Massive two-handed battleaxes. |
flaming steel dagger (103% power, 6 apr) flaming steel dagger (103% power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Arcane Power 104% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +5 fire Sharp, short and deadly. |
steel greatmaul of enduring (131% power, 2 apr) steel greatmaul of enduring (131% power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego+] Nature Power 131% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% While equipped: Stats +7 Con +7 Wil ----- def ----- Max.HP +14.00 Massive two-handed mauls. |
steel greatsword (125% power, 2 apr) steel greatsword (125% power, 2 apr)3.0 T2 greatsword 2H weapon [Normal] Power 125% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Massive two-handed swords. |
steel longsword (111% power, 3 apr) steel longsword (111% power, 3 apr)3.0 T2 longsword 1H weapon [Normal] Power 111% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Sharp, long, and deadly. |
acidic steel mace of paradox (107% power, 3 apr) acidic steel mace of paradox (107% power, 3 apr)3.0 T2 mace 1H weapon [Ego] Arcane Power 107% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +7 temporal On Crit: * Splash the target with acid dealing 35 damage over 5 turns and reducing armor and accuracy by 5 While equipped: ----- def ----- Resists +7% temporal Blunt and deadly. |
creative vined mindstar (83% power, 18 apr, mind damage) creative vined mindstar (83% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Ego] Nature/Psionic Power 84% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Cun dps ---------- Mind.crit +2% Crit.mult +6.00% Mind.pwr +4 (+2 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
vined mindstar of balance (85% power, 18 apr, mind damage) vined mindstar of balance (85% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Ego] Nature Power 85% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind 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 (+2 eff.) ----- def ----- Phys.save +3 (+2 eff.) Spell.save +3 (+2 eff.) Mind.save +3 (+2 eff.) ---------- misc Equi/ret +0.90 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. |
Boltveil (120% power, 4 apr, cold element) Boltveil (120% power, 4 apr, cold element)5.0 T3 staff 2H weapon Reqs Mag 24 [Rare] Nature Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Str +1 Mag +3 Wil dps ---------- Spell.crit +3% Spell.pwr +9 (+6 eff.) Dmg.mod +9% lightning +20% cold Res.pen +5% lightning ----- def ----- Defense +9 (+3 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 42.89 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
earthen yew magestaff of fate (120% power, 4 apr, fire element) earthen yew magestaff of fate (120% power, 4 apr, fire element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Spell.pwr +9 (+6 eff.) Dmg.mod +20% fire ----- def ----- Armour +4 Hardiness +5% Phys.save +10 (+5 eff.) Spell.save +5 (+3 eff.) Mind.save +7 (+4 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
blazebringer's steel waraxe of massacre (120% power, 3 apr) blazebringer's steel waraxe of massacre (120% power, 3 apr)3.0 T2 waraxe 1H weapon [Ego+] Nature/Master Power 121% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Crit.r2 +10 fire While equipped: dps ---------- All.spd +1% Res.pen +7% fire One-handed war axes. |
dwarven-steel waraxe (120% power, 4 apr) dwarven-steel waraxe (120% power, 4 apr)3.0 T3 waraxe 1H weapon [Normal] Power 121% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% One-handed war axes. |
Glarezeal the cashmere cloak (2 def, 0 armour) Glarezeal the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Melee Ret 4 light ----- def ----- Defense +2 (+1 eff.) Resists +9% lightning +3% fire +3% darkness +9% temporal Spell.save +6 (+3 eff.) Max.HP +38.00 ---------- misc Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Mucktyphoon (2 def, 0 armour) Mucktyphoon (2 def, 0 armour)2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +5 Str +4 Wil +3 Cun dps ---------- Mind.crit +5% Res.pen +10% physical ----- def ----- Defense +2 (+1 eff.) Resists +6% nature +12% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Velamivea' (1 def, 6 armour) linen cloak 'Velamivea' (1 def, 6 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +1 Dex +2 Mag +2 Wil +2 Con ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +3% nature +3% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
mindwoven woollen robe (0 def, 0 armour) mindwoven woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Ego] Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +3 (+2 eff.) ----- def ----- Resists +9% all Mind.save +17 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe of light (+15%) (0 def, 0 armour) mindwoven woollen robe of light (+15%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Arcane/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+2 eff.) Dmg.mod +10% light ----- def ----- Resists +15% light +9% all Mind.save +18 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe of lightning (+15%) (0 def, 0 armour) mindwoven woollen robe of lightning (+15%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+2 eff.) Dmg.mod +10% lightning ----- def ----- Resists +15% lightning +9% all Mind.save +17 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cinderglean (0 def, 6 armour) Cinderglean (0 def, 6 armour)2.0 T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +5 Str +5 Con dps ---------- Spell.pwr +6 (+4 eff.) Dmg.mod +3% fire +6% physical Res.pen +10% fire On Hit (Melee): * 20% chance to reduce damage dealt by 14% ----- def ----- Armour +6 Resists +9% darkness +6% fire ---------- misc Infravis +1 Size +1 A pair of boots made of leather. |
Dagugen (0 def, 4 armour) Dagugen (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce armor by 20% ----- def ----- Armour +4 Fatigue +3% Resists +10% lightning +17% temporal +9% fire Stun/Frz- +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots 'Flashwinnow' (0 def, 3 armour) pair of hardened leather boots 'Flashwinnow' (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +15% mind ----- def ----- Armour +3 Resists +12% lightning +8% fire +6% light +8% cold Mind.save +3 (+2 eff.) ---------- misc Light +1 A pair of boots made of leather. |
Furnacenoon the dwarven-steel helm (0 def, 4 armour) Furnacenoon the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +6% mind +12% fire Melee Ret 10 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 17 ----- def ----- Armour +4 Fatigue +4% Resists +7% lightning +9% temporal +3% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Goda the cashmere wizard hat (2 def, 0 armour) Goda the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +13% acid Acc +25 (+9 eff.) ----- def ----- Defense +2 (+1 eff.) Resists +19% acid +6% fire +9% lightning Heal.mod +20% Pinning- +10% A pointy cloth hat, very wizardly... |
Velyrawe the hardened leather cap (0 def, 3 armour) Velyrawe the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% mind ----- def ----- Armour +3 Fatigue +3% Resists +6% blight Crit.chn- 10.00% Phys.save +15 (+8 eff.) Spell.save +9 (+5 eff.) Mind.save +6 (+3 eff.) Disarm- +20% ---------- misc Max.hate +2.00 A cap made of leather. |
Ce'Nidhesevea the iron mail armour (2 def, 4 armour) Ce'Nidhesevea the iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Wil +2 Con ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +6% darkness +12% blight +17% cold +5% arcane +9% fire A suit of armour made of mail. |
Norim the Lustreoozer (2 def, 6 armour) Norim the Lustreoozer (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +6% cold Res.pen +20% cold +10% darkness +20% light ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +6% physical +6% light +3% darkness Phys.save +14 (+7 eff.) ---------- misc Light +3 A suit of armour made of mail. |
Glorurin (0 def, 2 armour, 97% power, 17.5 block) Glorurin (0 def, 2 armour, 97% power, 17.5 block)7.0 T1 shield armor Reqs Shield usage training [Rare] Arcane When used to Attack: Power 97% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +18 Melee+ +11 light +10 darkness While equipped: Stats +1 Cun +2 Mag dps ---------- Dmg.mod +11% light +11% darkness ----- def ----- Armour +2 Fatigue +8% Resists +3% lightning +11% light +11% darkness Max.HP +60.00 Blind- +10% ---------- misc Talents +1 Block Handheld deflection devices. |
steel shield of reflection (0 def, 4 armour, 114% power, 43.5 block) steel shield of reflection (0 def, 4 armour, 114% power, 43.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Arcane When used to Attack: Power 114% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +44 While equipped: ----- def ----- Armour +4 Fatigue +8% Resists +11% light +11% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
windwalling dwarven-steel shield (0 def, 6 armour, 135% power, 79.5 block) windwalling dwarven-steel shield (0 def, 6 armour, 135% power, 79.5 block)7.0 T3 shield armor Reqs Shield usage training [Ego+] Psionic When used to Attack: Power 135% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +80 Melee+ +10 physical While equipped: Stats +2 Wil ----- def ----- Armour +6 Fatigue +8% Resists +12% physical Shield.near.proj +27 Proj.slow +10% ---------- misc Talents +1 Block Handheld deflection devices. |
9 agate 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. |
6 aquamarine 6 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. |
opal 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. |
6 topaz 6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
spinel spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 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. |
Ce'Nitha Ce'Nitha2.0 T1 lite [Rare] Arcane While equipped: Stats +1 Str +1 Dex dps ---------- Crit.mult +5.00% Apr +1 Melee Ret 11 fire ----- def ----- Resists +6% fire ---------- misc Max.stam +30.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Eye of the Dreaming One Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 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 6 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. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Annulment (1/1) Rod of Annulment (1/1)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 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) 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 Chest 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 (18/18, 121% power, 2 apr) pouch of steel shots (18/18, 121% power, 2 apr)3.0 T2 shot ammo [Normal] Power 122% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 18 Shots are used with slings to pummel your foes to death. |
yew totem of stinging [power 230] (15 cooldown) yew totem of stinging [power 230] (15 cooldown)2.0 T3 totem charm [Ego] Nature Sting an enemy dealing 242 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
4 amethyst 4 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. |
7 ametrine 7 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 citrine 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. |
zircon 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
By DarksidePBW the Cornac Adventurer level 10
7th Mirth 122nd year of Ascendancy at 01:07 see stats
By DarksidePBW the Cornac Adventurer level 20
39th Dusk 122nd year of Ascendancy at 02:49 see stats
By DarksidePBW the Cornac Adventurer level 10
10th Mirth 122nd year of Ascendancy at 08:53 see stats
By DarksidePBW the Cornac Adventurer level 10
3rd Summertide 122nd year of Ascendancy at 00:21 see stats
By DarksidePBW the Cornac Adventurer level 18
32nd Dusk 122nd year of Ascendancy at 08:15 see stats
Log
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
LIFE LOST WARNING!
DarksidePBW uses Infusion: Wild.
DarksidePBW lessens the pain.
DarksidePBW uses Dig.
Digging starts...
Dug for 1 turns (stop reason: suffocating).
You have been interrupted!
DarksidePBW feels pain again.
DarksidePBW activates Last Stand.
DarksidePBW starts suffocating to death!
DarksidePBW is suffocating.
DarksidePBW uses Infusion: Regeneration.
DarksidePBW starts regenerating health quickly.
DarksidePBW is recovering from the damage!
DarksidePBW uses Infusion: Healing.
DarksidePBW receives 60 healing from Infusion: Healing.
DarksidePBW uses Repulsion.
DarksidePBW uses Dagger Block.
DarksidePBW the level 20 cornac adventurer suffocated to death on level 1 of Sandworm lair.