











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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:
Items Vault 1.7.6Donators/Buyers bonus! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 Adventure |
Sex | Female |
Race | Cornac |
Class | Archer |
Level / Exp | 29 / 45% |
Size | medium |
Lifes / Deaths | Killed by worm that walks at level 15 on the 29th Dusk 122nd year of Ascendancy at 13:53 0 / 7Killed by Gutta the hornet swarm at level 16 on the 59th Dusk 122nd year of Ascendancy at 12:27 Killed by Emeledalle the gigantic gravity worm at level 20 on the 9th Haze 122nd year of Ascendancy at 20:04 Killed by Urkis, the High Tempest at level 26 on the 54th Pyre 123rd year of Ascendancy at 05:52 Killed by Grand Corruptor at level 28 on the 1st Mirth 123rd year of Ascendancy at 23:05 Killed by Grand Corruptor at level 28 on the 2nd Mirth 123rd year of Ascendancy at 02:17 Killed by Aeruma the large white snake at level 29 on the 29th Dusk 123rd year of Ascendancy at 08:41 |
Primary Stats
Strength | 47 (base 40) |
Dexterity | 64 (base 60) |
Constitution | 33 (base 14) |
Magic | 23 (base 18) |
Willpower | 23 (base 10) |
Cunning | 27 (base 14) |
Resources
Life | -132/764 |
Stamina | 41/236 |
Healing Factor | 1.4089294477288 |
Regeneration | 4.5790207051186 |
Speed
Mental | +10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 7 |
See Stealth | 41.237882550305 |
See Invisible | 41.237882550305 |
Offense: Mainhand
Damage | 106 |
Accuracy | 58 |
Crit Chance | 23% |
APR | 23 |
Speed | 0.91 |
Offense: Spell
Spellpower | 21 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 23 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +8% |
Nature | +5% |
Blight | +5% |
Physical | +31% |
Cold | +17% |
All | +2% |
Offense: Damage Penetration
Physical | +12% |
Arcane | +5% |
Darkness | +33% |
Temporal | +18% |
Defense: Base
Armour (hardiness) | 23 (69.687909656376%) |
Defense | 65 |
Ranged Defense | 65 |
Fatigue | 0 |
Physical Save | 40 |
Spell Save | 22 |
Mental Save | 38 |
Defense: Resistances
Acid | + 16%( 70%) |
Blight | + 18%( 70%) |
Arcane | + 16%( 70%) |
Cold | + 47%( 70%) |
All | + 7%( 70%) |
Lightning | + 18%( 70%) |
Light | + 29%( 70%) |
Temporal | + 29%( 70%) |
Mind | + 18%( 70%) |
Darkness | + 48%( 70%) |
Fire | + 16%( 70%) |
Nature | + 16%( 70%) |
Defense: Immunities
Stun Resistance | 30% |
Confusion Resistance | 34% |
Disarm Resistance | 30% |
Silence Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 0% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 320 life over 5 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: 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 98 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 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: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 501% 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 Magic stat. |
Class Talents
Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Sniper | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Archery training | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 2/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Reflexes | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Marksmanship | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.00 |
| 3/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved Strength by +5. | done |
You failed to protect the repented thief from death by large brown snake. Escort: repented thief (level 3 of Norgos Lair) | failed |
You failed to protect the worried loremaster from death by multi-hued crystal. Escort: worried loremaster (level 2 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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. The fortress's current energy level is: 2. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 precision. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed skeleton mage skull. * You've found the needed ritch stinger. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed vial of greater demon bile. * You've found the needed pouch of bone giant dust. 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 length of troll intestine. * '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.' * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed ice wyrm tooth. * You've found the needed bear paw. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' | 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 within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | ![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +2 Cun +2 Con dps ---------- Res.pen +13% darkness +13% temporal ----- def ----- Armour +4 Fatigue +3% Resists +13% darkness +18% temporal Phys.save +12 (+4 eff.) Mind.save +12 (+5 eff.) Def/telep +19 Res/telep +13% Dur/telep +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() 3.0 T3 arrow ammo [Rare] Master Power 45.5 - 63.7 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +14.0% Capacity 20 Ranged+ +4 fire On Hit.r1 +12 light On Crit.r2 +20 light +20 fire On Crit: * Wound the target dealing 181 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +3% nature +3% physical Res.pen +5% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +3% temporal Phys.save +6 (+2 eff.) Heal.mod +10% ---------- 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 | ![]() 2.0 T3 head armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20% chance to slow global speed by 41% ----- def ----- Armour +3 Fatigue +3% Resists +21% light +16% darkness Max.HP +60.00 Stun/Frz- +10% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Light +1 A cap made of leather. |
Tool | ![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Crit.mult +10.00% Dmg.mod +3% blight Res.pen +5% arcane ----- def ----- Resists +3% lightning +3% light +12% blight Die.at -80.00 life Silence- +20% Stun/Frz- +20% ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 12.27 cold and 13.74 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
On fingers | ![]() 0.1 T5 ring jewelry [Rare] Master While equipped: dps ---------- Crit.mult +10.00% Acc +12 (+3 eff.) Apr +8 On Hit (Melee): * 20% chance to slow global speed by 41% ----- def ----- Armour +4 Defense +26 (+6 eff.) Resists +3% temporal Spell.save +9 (+5 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 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 143% 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! |
Around waist | ![]() 1.0 T5 belt armor [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Dmg.mod +26% physical Res.pen +12% physical On Hit (Melee): * 20% chance to reduce all saves and defense by 16 ----- def ----- Armour +2 Defense +10 (+2 eff.) A belt that goes around your waist. |
In main hand | ![]() 4.0 T3 longbow 2H weapon [Ego++] Nature/Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Proj.spd +200% While equipped: Stats +9 Wil +5 Cun +11 Con dps ---------- Phys.spd +10% ----- def ----- Max.HP +15.00 Longbows are used to shoot arrows at your foes. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Cun dps ---------- Dmg.mod +6% lightning Acc +7 (+1 eff.) Melee Ret 6 mind ----- def ----- Armour +2 Fatigue +3% Resists +6% lightning +15% cold Phys.save +6 (+2 eff.) Mind.save +7 (+3 eff.) Disarm- +30% ---------- misc Max.hate +6.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 9.0 T5 light armor [Rare] Nature While equipped: ----- def ----- Armour +8 Defense +20 (+5 eff.) Fatigue +8% Resists +3% lightning +9% darkness +3% cold +9% fire +5% arcane +9% acid Max.HP +71.00 HP.reg +3.00 Heal.mod +13% A suit of armour made of leather. |
Cloak | ![]() 2.0 T3 cloak armor [Ego++] Nature/Master While equipped: Stats +2 Cun +2 Dex dps ---------- Acc +5 (+1 eff.) Apr +5 ----- def ----- Defense +2 (+0 eff.) Phys.save +10 (+4 eff.) Mind.save +6 (+3 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Cun +2 Dex dps ---------- Res.pen +20% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 14% ----- def ----- Resists +12% mind +5% arcane +6% darkness Confus- +24% Amulets make your neck look great! |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 125 then cleanse 1 wound, poison, and disease effect. 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. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 15% for 2 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 106.47 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
![]() 0.1 T4 ring jewelry [Rare] Master While equipped: Stats +4 Str +10 Dex +4 Mag +5 Wil dps ---------- Acc +16 (+4 eff.) ----- def ----- Resists +6% light Crit.chn- 15.00% Rings make your fingers look great! |
![]() 3.0 T3 battleaxe 2H weapon [Normal] Power 32.5 - 48.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Massive two-handed battleaxes. |
![]() 5.0 T3 greatmaul 2H weapon [Normal] Power 39.5 - 59.2 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Massive two-handed mauls. |
![]() 5.0 T3 greatmaul 2H weapon [Ego] Nature Power 40.5 - 60.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +13 nature Massive two-handed mauls. |
![]() 3.0 T2 longsword 1H weapon [Rare] Master Power 14.5 - 20.3 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: * 20% chance to slow global speed by 41% While equipped: Stats +4 Dex +2 Cun dps ---------- Acc +8 (+2 eff.) ----- def ----- Defense +8 (+2 eff.) Resists +15% lightning +6% cold +5% arcane +15% nature Disarm- +22% Sharp, long, and deadly. |
![]() 3.0 T3 mace 1H weapon [Rare] Arcane Power 28.0 - 39.2 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Hit.r1 +10 fire While equipped: dps ---------- Dmg.mod +15% darkness +18% cold Res.pen +25% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 13 ----- def ----- Resists +3% blight Blunt and deadly. |
![]() 3.0 T2 mindstar 1H weapon [Ego] Nature Power 4.5 - 5.0 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +7 (+3 eff.) ----- def ----- Max.HP +22.00 HP.reg +0.70 ---------- 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. |
![]() 3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature Power 8.0 - 8.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) ----- def ----- Phys.save +6 (+2 eff.) Spell.save +3 (+2 eff.) Mind.save +4 (+2 eff.) ---------- misc Equi/ret +1.50 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. |
![]() 4.0 T2 sling 1H weapon [Rare] Master Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: Stats +2 Str +2 Mag +2 Wil +2 Con dps ---------- Dmg.mod +9% light +13% physical Res.pen +20% light +10% mind Melee Ret 2 light ----- def ----- Resists +6% mind ---------- misc Cooldown Fragmentation Shot -2 Pin Down -1 Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T3 sling 1H weapon [Ego] Arcane/Master Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +11 acid While equipped: dps ---------- Phys.crit +3.0% Dmg.mod +13% acid Acc +8 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 T2 staff 2H weapon [Rare] Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Str +6 Mag +4 Con dps ---------- Spell.crit +10% Crit.mult +13.00% Spell.pwr +6 (+3 eff.) Dmg.mod +15% temporal +12% light +15% fire Res.pen +10% light ---------- misc Infravis +2 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Rare] Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Crit.mult +12.00% Spell.pwr +6 (+3 eff.) Dmg.mod +15% blight +15% fire +6% nature Res.pen +20% acid Melee Ret 8 acid ----- def ----- Resists +6% nature ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Cun dps ---------- Dmg.mod +6% mind +12% cold Res.pen +10% mind +25% cold Acc +16 (+4 eff.) ----- def ----- Defense +1 (+0 eff.) Fatigue -5% Max.HP +47.00 ---------- misc Equi/ret +0.16 Max.stam +12.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Dmg.mod +9% nature Res.pen +20% nature +10% fire ----- def ----- Defense +2 (+0 eff.) Resists +12% cold +30% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +10% light +13% arcane ----- def ----- Resists +15% light +11% all ---------- misc Max.mana +37.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +5 (+2 eff.) Res.pen +25% mind +8% physical Melee Ret 10 fire On Hit (Melee): * 20% chance to reduce all saves and defense by 16 ----- def ----- Armour +3 Resists +12% mind A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Ego++] Master/Psionic While equipped: Stats +3 Cun +3 Wil ----- def ----- Armour +5 Defense +7 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +7 (+4 eff.) Mind.save +5 (+2 eff.) Evasion: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 31% chance to evade melee and ranged attacks and 27 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +5 Mag +6 Wil +1 Con dps ---------- Spell.pwr +9 (+5 eff.) Melee+ 10 arcane Dmg.mod +7% arcane +3% blight ----- def ----- Armour +2 Fatigue +3% Resists +4% arcane +3% fire +9% mind +9% light Die.at -20.00 life Stun/Frz- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Ego+] Nature While equipped: Stats +6 Cun dps ---------- Acc +6 (+1 eff.) On Melee Ret: * 12% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Defense +6 (+1 eff.) Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T3 head armor [Rare] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Phys.crit +3.0% Mind.pwr +5 (+2 eff.) Dmg.mod +15% arcane Res.pen +10% physical ----- def ----- Armour +3 Defense +20 (+5 eff.) Fatigue +3% Resists +5% arcane Phys.save +15 (+5 eff.) A cap made of leather. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +5 Str +6 Mag +8 Wil dps ---------- Phys.crit +7.0% Spell.crit +7% Mind.crit +7% Phys.pwr +12 (+4 eff.) Spell.pwr +18 (+9 eff.) Mind.pwr +18 (+9 eff.) Dmg.mod +9% mind +6% fire Res.pen +15% temporal Melee Ret 8 temporal ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +14% lightning +6% temporal +3% mind +6% fire A suit of armour made of mail. |
![]() 9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+4 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 25 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 36.08 to 108.25 lightning damage (72.17 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
![]() 9.0 T3 light armor [Ego+] Master While equipped: Stats +3 Dex dps ---------- Mov.spd +20% ----- def ----- Armour +6 Defense +17 (+4 eff.) Fatigue +8% A suit of armour made of leather. |
![]() 17.0 T3 massive armor Reqs Massive armour training [Rare] Master While equipped: Stats +2 Mag dps ---------- Dmg.mod +9% lightning +9% blight Res.pen +10% mind Phasing +30% ----- def ----- Armour +16 Fatigue +22% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Mana/turn +0.08 Max.mana +100.00 A suit of armour made of metal plates. |
![]() 17.0 T2 massive armor Reqs Massive armour training [Rare] Master While equipped: ----- def ----- Armour +16 Fatigue +16% Resists +9% darkness +3% cold +9% nature +12% fire +5% arcane +6% light Phys.save +7 (+3 eff.) A suit of armour made of metal plates. |
![]() 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 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+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. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +4 Str +5 Wil +2 Cun dps ---------- Dmg.mod +6% mind ----- def ----- Armour +3 Defense +4 (+1 eff.) Resists +8% physical ---------- misc Max.psi +50.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 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 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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. |
![]() 0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
![]() 5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 2.0 T1 lite [Normal] While equipped: ---------- 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. |
![]() 0.0 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. |
![]() 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 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. |
![]() 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. |
![]() 3.0 T3 shot ammo [Ego] Nature Power 28.5 - 34.2 Physical Uses 50% Cun, 70% Dex Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 17 Ranged+ +8 nature Shots are used with slings to pummel your foes to death. |
![]() 2.0 T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 113 for 5 turns Puts all charms on 32 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +12% blight Res.pen +5% cold On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 13 ----- def ----- Resists +9% blight +18% cold Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 438 Base Damage: 222 Armor: 14 All Resist: 11 Puts all charms on 25 cooldown 100% to gain a 21% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T3 wand charm [Rare] Arcane While equipped: Stats +3 Dex dps ---------- Phys.crit +8.0% Phys.pwr +15 (+5 eff.) Dmg.mod +15% arcane ----- def ----- Resists +5% arcane ---------- misc See.Invis +12 Reveal the area around you, dispelling darkness (radius 12, power 49 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: 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 Lucielle the Cornac Archer level 25
44th Pyre 123rd year of Ascendancy at 09:41 see stats
By Lucielle the Cornac Archer level 21
28th Haze 122nd year of Ascendancy at 06:29 see stats
By Lucielle the Cornac Archer level 24
1st Wintertide 123rd year of Ascendancy at 02:37 see stats
By Lucielle the Cornac Archer level 22
49th Haze 122nd year of Ascendancy at 11:16 see stats
By Lucielle the Cornac Archer level 19
8th Haze 122nd year of Ascendancy at 15:57 see stats
By Lucielle the Cornac Archer level 27
56th Pyre 123rd year of Ascendancy at 20:28 see stats
By Lucielle the Cornac Archer level 28
20th Dusk 123rd year of Ascendancy at 06:20 see stats
By Lucielle the Cornac Archer level 10
7th Flare 122nd year of Ascendancy at 19:06 see stats
By Lucielle the Cornac Archer level 20
9th Haze 122nd year of Ascendancy at 17:21 see stats
By Lucielle the Cornac Archer level 19
6th Haze 122nd year of Ascendancy at 01:31 see stats
By Lucielle the Cornac Archer level 27
1st Mirth 123rd year of Ascendancy at 04:19 see stats
By Lucielle the Cornac Archer level 20
26th Haze 122nd year of Ascendancy at 00:21 see stats
By Lucielle the Cornac Archer level 9
7th Mirth 122nd year of Ascendancy at 14:03 see stats
By Lucielle the Cornac Archer level 19
2nd Haze 122nd year of Ascendancy at 06:26 see stats
By Lucielle the Cornac Archer level 24
3rd Regrowth 123rd year of Ascendancy at 18:41 see stats
By Lucielle the Cornac Archer level 19
6th Haze 122nd year of Ascendancy at 01:04 see stats
Log
Minotaur uses Stunning Blow.
Minotaur misses Lucielle.
Deadly Poison from Aeruma the large white snake hits Lucielle for 20 nature damage.
Bleeding from Aeruma the large white snake hits Lucielle for 25 physical damage.
Lucielle uses Trueshot.
Lucielle uses Vital Shot.
Lucielle's Vital Shot misses Aeruma the large white snake.
Lucielle's Pin Down is disrupted by her wounds!
Melee retaliation hits Aeruma the large white snake for 3 mind, 3 mind (6 total damage).
Aeruma the large white snake hits Lucielle for 97 physical, 87 physical (184 total damage).
Minotaur misses Lucielle.
Lucielle uses Infusion: Movement.
Lucielle is moving at extreme speed!
Deadly Poison from Aeruma the large white snake hits Lucielle for 37 nature damage.
Bleeding from Aeruma the large white snake hits Lucielle for 25 physical damage.
Lucielle fumbles and fails to use Rain of Bears, injuring herself!
Fumble from Aeruma the large white snake hits Lucielle for 210 physical damage.
Lucielle slows down.
Talent Steady Shot is ready to use.
Deadly Poison from Aeruma the large white snake hits Lucielle for 37 nature damage.
Bleeding from Aeruma the large white snake hits Lucielle for 25 physical damage.
Lucielle uses Tumble.
Talent Infusion: Regeneration is ready to use.
Deadly Poison from Aeruma the large white snake hits Lucielle for 37 nature damage.
Lucielle the level 29 cornac archer was slimed to death by Aeruma the large white snake on level 1 of Ruined Dungeon.