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! 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:
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 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. 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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 | Thalore |
Class | Mindslayer |
Level / Exp | 16 / 52% |
Size | medium |
Lifes / Deaths | Killed by Gunsnake at level 16 on the 1st Time of Equilibrium 122nd year of Ascendancy at 03:19 / 2Killed by Gunsnake at level 16 on the 1st Time of Equilibrium 122nd year of Ascendancy at 03:59 |
Antimagic | Follower |
Primary Stats
Strength | 21 (base 15) |
Dexterity | 15 (base 10) |
Constitution | 20 (base 19) |
Magic | 8 (base 10) |
Willpower | 41 (base 34) |
Cunning | 40 (base 29) |
Resources
Life | -80/411 |
Equilibrium | 0 |
Psi | 100/140 |
Healing Factor | 1.2970588855781 |
Regeneration | 0.32426472139452 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -2.0206059048178E-12% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Offense: Mainhand
Damage | 34 |
Accuracy | 42 |
Crit Chance | 12% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 2.6666666666667 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 34 |
Crit Chance | 10% |
Speed | 1 |
Offense: Damage Bonus
Light | +3% |
Physical | +3% |
Arcane | +3% |
Fire | +5% |
All | 0% |
Offense: Damage Penetration
Fire | +5% |
Nature | +10% |
Defense: Base
Armour (hardiness) | 21 (30%) |
Defense | 17 |
Ranged Defense | 17 |
Fatigue | 1 |
Physical Save | 23 |
Spell Save | 23 |
Mental Save | 25 |
Defense: Resistances
Acid | + 16%( 70%) |
Blight | + 8%( 70%) |
Arcane | + 10%( 70%) |
Cold | + 29%( 70%) |
All | + 5%( 70%) |
Lightning | + 28%( 70%) |
Light | + 14%( 70%) |
Temporal | + 8%( 70%) |
Mind | + 16%( 70%) |
Fire | + 37%( 70%) |
Nature | + 11%( 70%) |
Defense: Immunities
Stun Resistance | 50% |
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 545% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity 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: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 85 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Class Talents
Psionic / Charged mastery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Absorption | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Psionic / Augmented striking | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Voracity | 1.30 |
| 1/5 |
| 4/5 |
| 4/5 |
| 1/5 |
Psionic / Focus | 1.30 |
| 1/5 |
| 0/5 |
| 3/5 |
| 0/5 |
Psionic / Projection | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Psi-fighting | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Augmented mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 0/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Effects
Quests
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 Heart of the Gloom. Escort: injured seer (level 1 of Heart of the Gloom)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 3 of Norgos Lair. Escort: injured seer (level 3 of Norgos Lair)As a reward you improved talent Nature's Touch (+1 level(s)). | 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 Telekinetic Leap (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed black mamba head. Marus of Elvala needs your help making an elixir of mastery. 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 bloated horror heart. * You've found the needed electric eel tail. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed giant spider spinneret. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' 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 honey tree root. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed skeleton mage skull. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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
Psionic focus | slime-covered steel greatmaul of projection (140% power, 2 apr) slime-covered steel greatmaul of projection (140% power, 2 apr)5.0 T2 greatmaul 1H weapon [Ego+] Disrupt/Psionic Power 140% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Hit: * 9% chance to slow global speed by 49% * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Massive two-handed mauls. |
Light source | survivor's brass lantern of health survivor's brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+3 eff.) Max.HP +42.00 Heal.mod +11% ---------- 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 | Poruriawe the Dimgore (0 def, 3 armour) Poruriawe the Dimgore (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +4 Cun +3 Wil dps ---------- Crit.mult +5.00% Mind.pwr +3 (+2 eff.) On Hit (Melee): * 10% chance to reduce damage dealt by 19% ----- def ----- Armour +3 Fatigue +5% Resists +9% mind Mind.save +3 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Viperbolt [power 105] (15 cooldown) Viperbolt [power 105] (15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% light Res.pen +10% nature Melee Ret 6 nature ----- def ----- Resists +6% nature +3% temporal Blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | copper ring 'Ce'Nikira' copper ring 'Ce'Nikira'0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Cun ----- def ----- Armour +2 Defense +6 (+4 eff.) Resists +9% light +3% mind Def/telep +15 Res/telep +15% Dur/telep +15% Rings make your fingers look great! |
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 main hand | iron greatmaul 'Eilinurin' (125% power, 1 apr) iron greatmaul 'Eilinurin' (125% power, 1 apr)5.0 T1 greatmaul 2H weapon [Rare] Disrupt Power 126% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +3.5% Atk.spd 100% While equipped: ----- def ----- Resists +12% acid +12% lightning +10% cold +12% fire +3% all Spell.save +9 (+4 eff.) Stun/Frz- +10% Massive two-handed mauls. |
On feet | Poloth (5 def, 3 armour) Poloth (5 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str +2 Dex +2 Cun dps ---------- Dmg.mod +3% physical Acc +5 (+2 eff.) Apr +1 ----- def ----- Armour +3 Defense +5 (+4 eff.) Fatigue +2% Phys.save +3 (+1 eff.) Disengage: Puts all charms on 15 cooldown Level 1.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 2 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 98% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On hands | Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Unarmed combat: Power 107% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.0% Atk.spd 100% Melee+ +10 fire Dmg.conv 100% fire On Hit: 30% Flamespit 3 Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 45.15 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Main armor | Icebait (3 def, 2 armour) Icebait (3 def, 2 armour)9.0 T1 light armor [Rare] Master While equipped: dps ---------- Melee Ret 2 cold ----- def ----- Armour +2 Defense +3 (+3 eff.) Fatigue +6% Resists +15% cold Phys.save +3 (+1 eff.) Heal.mod +10% Stun/Frz- +20% A suit of armour made of leather. |
Around neck | Drudas the Abysstreason Drudas the Abysstreason0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +3% arcane Res.pen +5% fire ----- def ----- Resists +12% lightning +12% fire +5% arcane Stun/Frz- +20% Amulets make your neck look great! |
Inventory
heroism infusion of the sneak (die at -278; dur 5; cd 25) heroism infusion of the sneak (die at -278; dur 5; cd 25)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd 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 -278 life. The duration and life will increase by 1% for every 1% life you have lost (currently 610 life, 10 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
steel amulet steel amulet0.1 T2 amulet jewelry [Normal] Amulets make your neck look great! |
steel amulet steel amulet0.1 T2 amulet jewelry [Normal] Amulets make your neck look great! |
Brightspiker the gold amulet Brightspiker the gold amulet0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +3 Cun dps ---------- Dmg.mod +3% light +3% darkness ----- def ----- Resists +15% fire +3% light +16% cold ---------- misc Light +3 See.Invis +9 Amulets make your neck look great! |
Singetorrent the gold ring Singetorrent the gold ring0.1 T3 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +13% blight Melee Ret 6 fire ----- def ----- Resists +13% blight +1% physical Phys.save +18 (+9 eff.) Disease- +10% Silence- +20% Rings make your fingers look great! |
Beleth the dwarven-steel battleaxe (148% power, 2 apr) Beleth the dwarven-steel battleaxe (148% power, 2 apr)3.0 T3 battleaxe 2H weapon Reqs Str 24 [Rare] Nature Power 149% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Crit.r2 +20 acid +7 nature While equipped: dps ---------- Res.pen +16% acid +12% nature Apr +10 ----- def ----- Resists +27% lightning Max.HP +60.00 HP.reg +4.00 Massive two-handed battleaxes. |
Chargefoe the dwarven-steel greatsword (153% power, 2 apr) Chargefoe the dwarven-steel greatsword (153% power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Rare] Master Power 154% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +16 lightning While equipped: dps ---------- Res.pen +10% lightning +10% physical +20% darkness Acc +14 (+5 eff.) Apr +10 ----- def ----- Resists +3% darkness Massive two-handed swords. |
dwarven-steel waraxe (132% power, 4 apr) dwarven-steel waraxe (132% power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Normal] Power 132% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% One-handed war axes. |
steel dagger of massacre (130% power, 6 apr) steel dagger of massacre (130% power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego] Master Power 131% 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% Sharp, short and deadly. |
gifted vined mindstar (88% power, 18 apr, nature damage) gifted vined mindstar (88% power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 89% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature 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 +8 (+4 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
vined mindstar (85% power, 18 apr, mind damage) vined mindstar (85% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Normal] Nature Power 85% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% 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.) ---------- 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. |
mage-hunter's ash longbow of dampening mage-hunter's ash longbow of dampening4.0 T2 longbow 2H weapon Reqs Dex 16 Shoot [Ego+] Disrupt Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.pwr +9 (+5 eff.) On Hit (Ranged): * 8 arcane resource burn ----- def ----- Resists +12% acid +12% lightning +12% cold +11% fire +3% all Spell.save +9 (+4 eff.) ---------- misc Masteries +0.30 Wild-gift/Antimagic Longbows are used to shoot arrows at your foes. |
Zubilemina Zubilemina4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Rare] Master Power 107% Range: 1.1x Uses Dmg Physical Acc+ +0.2% crit chance (max 25%) Crit +1.0% Atk.spd 100% Range +8 On Hit.r1 +8 mind +20 physical While equipped: Stats +6 Str dps ---------- Phys.pwr +8 (+4 eff.) ----- def ----- Resists +2% physical Longbows are used to shoot arrows at your foes. |
quiver of ash arrows of erosion (19/19, 132% power, 7 apr) quiver of ash arrows of erosion (19/19, 132% power, 7 apr)3.0 T2 arrow ammo Reqs Dex 16 [Ego] Nature Power 133% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 19 Ranged+ +11 nature Arrows are used with bows to pierce your foes to death. |
quiver of yew arrows 'Forestthorn' (21/21, 144% power, 10 apr) quiver of yew arrows 'Forestthorn' (21/21, 144% power, 10 apr)3.0 T3 arrow ammo Reqs Dex 24 [Rare] Arcane Power 144% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 21 Rld cld 3 Ranged+ +8 nature On Crit.r2 +20 nature +8 temporal On Hit: * 10% chance to slow global speed by 49% * 10% chance to gain 10% of a turn (3/turn limit) Arrows are used with bows to pierce your foes to death. |
Skin of Many (12 def, 6 armour) Skin of Many (12 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+7 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
cured leather armour (6 def, 4 armour) cured leather armour (6 def, 4 armour)9.0 T2 light armor [Normal] While equipped: ----- def ----- Armour +4 Defense +6 (+4 eff.) Fatigue +7% A suit of armour made of leather. |
cured leather armour (6 def, 4 armour) cured leather armour (6 def, 4 armour)9.0 T2 light armor [Normal] While equipped: ----- def ----- Armour +4 Defense +6 (+4 eff.) Fatigue +7% A suit of armour made of leather. |
Mayydawe the Willowwolf (0 def, 11 armour) Mayydawe the Willowwolf (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training Str 35 [Rare] Master While equipped: Stats +5 Str +6 Wil dps ---------- Mind.crit +3% ----- def ----- Armour +11 Fatigue +22% Resists +10% physical +13% darkness +12% nature Mind.save +3 (+2 eff.) ---------- misc Max.psi +20.00 Light +1 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 16 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
dwarven-steel plate armour 'Wretchtooth' (0 def, 11 armour) dwarven-steel plate armour 'Wretchtooth' (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training Str 35 [Rare] Nature While equipped: Stats +2 Wil dps ---------- Dmg.mod +3% nature Res.pen +15% nature +15% cold Melee Ret 6 temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +11 Fatigue +22% Resists +14% blight +15% darkness ---------- misc Light +1 A suit of armour made of metal plates. |
Bregeblek the hardened leather belt Bregeblek the hardened leather belt1.0 T3 belt armor [Rare] Nature While equipped: Stats +1 Dex +5 Con dps ---------- Dmg.mod +12% mind Res.pen +10% mind ----- def ----- Crit.dmg- 15.00% Max.HP +41.00 A belt that goes around your waist. |
Burnnail the pair of rough leather boots (0 def, 1 armour) Burnnail the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Cun +2 Con dps ---------- Dmg.mod +3% fire ----- def ----- Armour +1 Resists +3% lightning +9% fire Phys.save +10 (+5 eff.) Spell.save +6 (+3 eff.) Mind.save +11 (+6 eff.) A pair of boots made of leather. |
grounding pair of rough leather boots (0 def, 1 armour) grounding pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Ego] Nature While equipped: ----- def ----- Armour +1 Resists +6% lightning +5% temporal A pair of boots made of leather. |
grounding pair of rough leather boots of tirelessness (0 def, 1 armour) grounding pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Nature/Master While equipped: ----- def ----- Armour +1 Resists +6% lightning +5% temporal ---------- misc Stam/turn +0.50 Max.stam +11.00 A pair of boots made of leather. |
insulating pair of rough leather boots (0 def, 1 armour) insulating pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Resists +6% fire +6% cold A pair of boots made of leather. |
polar dwarven-steel gauntlets (0 def, 2 armour) polar dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature While equipped: dps ---------- Melee+ 5 cold Dmg.mod +5% cold ----- def ----- Armour +2 Fatigue +3% Resists +5% cold Unarmed combat: Power 134% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Crit.r2 +8 ice On Hit: 10% Ice Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
2 agate 2 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. |
2 spinel 2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 ametrine 8 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. |
7 citrine 7 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. |
aquamarine 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. |
amethyst 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. |
Crystal Focus Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
49 alchemist agate 49 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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. |
evasive steel torque of mindblast [power 155] (15 cooldown) evasive steel torque of mindblast [power 155] (15 cooldown)2.0 T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 155 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to gain a 13% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
focusing ash wand of lightning storm [power 182] (15 cooldown) focusing ash wand of lightning storm [power 182] (15 cooldown)2.0 T2 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 36 lightning damage and will be dazed for 1 turn (182 total damage) Puts all charms on 15 cooldown 100% to reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
piercing ash wand of conjuration [power 170] (15 cooldown) piercing ash wand of conjuration [power 170] (15 cooldown)2.0 T2 wand charm [Ego] Arcane Fire a magical bolt dealing 170 acid damage Puts all charms on 15 cooldown 100% to increase all damage penetration by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
It Which Writhes It Which Writhes0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Achievements
By Deadre the Thalore Mindslayer level 14
68th Dusk 122nd year of Ascendancy at 17:35 see stats
By Deadre the Thalore Mindslayer level 10
6th Mirth 122nd year of Ascendancy at 19:39 see stats
By Deadre the Thalore Mindslayer level 11
8th Mirth 122nd year of Ascendancy at 00:10 see stats
By Deadre the Thalore Mindslayer level 16
1st Time of Equilibrium 122nd year of Ascendancy at 03:20 see stats
Log
Deadre is knocked back!
Gunsnake's Double Shots hits Deadre for 73 physical, 5 darkness (78 total damage).
Something misses his shot.
Talent Realign is ready to use.
Talent Brain Storm is ready to use.
Talent Charge Leech is ready to use.
Deadre uses Infusion: Movement.
Deadre is moving at extreme speed!
Deadre is knocked back!
Gunsnake's Shoot hits Deadre for 65 physical, 4 darkness (69 total damage).
Gunsnake's Shoot hits Deadre for 206 physical, 4 darkness (211 total damage).
Deadre uses Infusion: Healing.
Deadre slows down.
Deadre receives 110 healing from Infusion: Healing.
Deadre is not stunned anymore.
Gunsnake shoots!
Deadre is knocked back!
Deadre is stunned!
Deadre is knocked back!
Deadre is knocked back!
Gunsnake's Shoot hits Deadre for 71 physical, 4 darkness (75 total damage).
Gunsnake's Shoot hits Deadre for 71 physical, 4 darkness (75 total damage).
Gunsnake shoots!
Gunsnake's Shoot performs a ranged critical strike against Deadre !
Gunsnake's Shoot hits Deadre for 95 physical damage.
Deadre the level 16 thalore mindslayer was dissected to death by Gunsnake on level 1 of The Maze.