Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | SkooBot 1.6.7Basic bot designed to automate some of the tedium of starting a new character. This bot will rest, explore, and use a very basic algorithm for engaging in combat. You will need to configure the bot's talent usage from within the game (Shift + F2 -> Option a)
This will probably not even get close to beating the game for you, and will frequently run into situations that it will not be able to act in. Changes in 0.0.12
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 | Normal Roguelike |
Sex | Male |
Race | Higher |
Class | Wyrmic |
Level / Exp | 13 / 17% |
Size | medium |
Lifes / Deaths | Killed by Xerebrelle the shadowblade at level 13 on the 10th Flare 122nd year of Ascendancy at 06:27 / 1 |
Primary Stats
Strength | 36 (base 35) |
Dexterity | 11 (base 10) |
Constitution | 14 (base 11) |
Magic | 14 (base 10) |
Willpower | 36 (base 29) |
Cunning | 16 (base 10) |
Resources
Life | -29/575 |
Stamina | 161/201 |
Equilibrium | 40 |
Healing Factor | 1.1472895330003 |
Regeneration | 10.73446627209 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 4 |
See Stealth | 22 |
See Invisible | 22 |
Offense: Mainhand
Damage | 52 |
Accuracy | 21 |
Crit Chance | 6% |
APR | 3 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 14 |
Crit Chance | 3% |
Speed | 1 |
Offense: Mind
Mindpower | 40 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
Physical | +6% |
Fire | +9% |
Nature | +19% |
Offense: Damage Penetration
Acid | +5% |
Fire | +15% |
Physical | +10% |
Defense: Base
Armour (hardiness) | 24 (30%) |
Defense | 7 |
Ranged Defense | 7 |
Fatigue | 17 |
Physical Save | 17 |
Spell Save | 17 |
Mental Save | 22 |
Defense: Resistances
Darkness | + 3%( 70%) |
Acid | + 17%( 70%) |
Nature | + 32%( 70%) |
Temporal | + 11%( 70%) |
Cold | + 3%( 70%) |
Lightning | + 24%( 70%) |
Mind | + 10%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Blind Resistance | 23% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
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
Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fire drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Sand drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Storm drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Cold drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Venom drake aspect | 1.30 |
| 5/5 |
| 3/5 |
| 2/5 |
| 1/5 |
Generic Talents
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fungus | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Higher | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Effects
Quests
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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 |
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 Possessed. | done |
Equipment
On feet | pair of rough leather boots 'Gorolin' (0 def, 1 armour) pair of rough leather boots 'Gorolin' (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: Stats +3 Mag +1 Wil +3 Cun dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Armour +1 Resists +6% lightning +6% temporal A pair of boots made of leather. |
Light source | Porithra the brass lantern Porithra the brass lantern2.0 T1 lite [Rare] Psionic While equipped: Stats +3 Con dps ---------- Phys.pwr +5 (+1 eff.) Res.pen +10% physical ----- def ----- Resists +3% darkness Mind.save +6 (+3 eff.) ---------- misc Light +3 See.Stealth +5 See.Invis +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Belorodar the Flarewoe (0 def, 3 armour) Belorodar the Flarewoe (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +6% fire Res.pen +5% acid +5% fire On Hit (Melee): * 20% chance to reduce armor by 18% ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +5% temporal +6% acid A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | dwarven-steel gauntlets 'Loamwalker' (0 def, 10 armour) dwarven-steel gauntlets 'Loamwalker' (0 def, 10 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Cun dps ---------- Melee+ 7 physical Dmg.mod +3% fire +6% nature +6% physical On Hit (Melee): * 20% chance to slow global speed by 53% ----- def ----- Armour +10 Fatigue +3% Resists +3% nature ---------- misc Hate/m.crit +1.00 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. |
Tool | overpowered elm totem of stinging [power 164] (4/20 cooldown) overpowered elm totem of stinging [power 164] (4/20 cooldown)2.0 T1 totem charm [Ego] Nature Sting an enemy dealing 195 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | mule's copper ring of nature (+20%) mule's copper ring of nature (+20%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +10% nature ----- def ----- Fatigue -4% Resists +20% nature ---------- misc Max.enc +21 Rings make your fingers look great! |
On fingers | copper ring of sensing copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Blind- +23% ---------- misc Infravis +4 See.Stealth +7 See.Invis +7 Rings make your fingers look great! |
Around neck | Withering Orbs Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
In main hand | Goretide the steel longsword (23-32 power, 3 apr) Goretide the steel longsword (23-32 power, 3 apr)3.0 T2 longsword 1H weapon [Rare] Master Power 23.0 - 32.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Dmg.mod +3% nature ----- def ----- Resists +12% lightning +9% nature Sharp, long, and deadly. |
Around waist | Frigidclash Frigidclash1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Res.pen +10% fire Melee Ret 8 acid On Hit (Melee): * 10% chance to reduce armor by 18% ----- def ----- Resists +3% cold Max.HP +33.00 A belt that goes around your waist. |
In off hand | reinforced steel shield of mind resistance (+10%) (0 def, 6 armour, 16-19 power, 63 block) reinforced steel shield of mind resistance (+10%) (0 def, 6 armour, 16-19 power, 63 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Master/Psionic When used to Attack: Power 16.0 - 19.2 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +63 While equipped: ----- def ----- Armour +6 Fatigue +8% Resists +10% mind ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | resilient linen cloak of battle (1 def, 0 armour) resilient linen cloak of battle (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +1 (+0 eff.) ----- def ----- Defense +1 (+1 eff.) Fatigue -2% Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | troll-hide cured leather armour (6 def, 4 armour) troll-hide cured leather armour (6 def, 4 armour)9.0 T2 light armor [Ego+] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+6 eff.) Fatigue +7% Max.HP +31.00 HP.reg +3.00 Heal.mod +11% A suit of armour made of leather. |
Inventory
shatter afflictions rune of the wizard (absorb 47; cd 17) shatter afflictions rune of the wizard (absorb 47; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 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 47 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 Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Dagudur Dagudur0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Con dps ---------- Phys.crit +1.0% Melee Ret 4 physical ----- def ----- Resists +12% mind +1% physical Confus- +20% Amulets make your neck look great! |
savior's steel ring of fire (+28%) savior's steel ring of fire (+28%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +14% fire ----- def ----- Resists +28% fire Phys.save +7 (+5 eff.) Spell.save +8 (+5 eff.) Mind.save +6 (+3 eff.) Rings make your fingers look great! |
acidic steel battleaxe of phasing (20-31 power, 12 apr) acidic steel battleaxe of phasing (20-31 power, 12 apr)3.0 T2 battleaxe 2H weapon [Ego] Arcane Power 20.5 - 30.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +12 Crit +5.0% Atk.spd 100% Phasing +14% On Crit: * Splash the target with acid dealing 22 damage over 5 turns and reducing armor and accuracy by 3 Massive two-handed battleaxes. |
Unerring Scalpel (15-20 power, 25 apr) Unerring Scalpel (15-20 power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Str, 55% Dex Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+10 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Bill's Tree Trunk (30-51 power, 7 apr) Bill's Tree Trunk (30-51 power, 7 apr)5.0 T1 greatmaul 2H weapon [Unique] Master Power 30.0 - 51.0 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 36% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
arcing iron greatmaul of massacre (27-40 power, 1 apr) arcing iron greatmaul of massacre (27-40 power, 1 apr)5.0 T1 greatmaul 2H weapon [Ego] Arcane/Master Power 27.0 - 40.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Massive two-handed mauls. |
steel greatmaul (26-40 power, 2 apr) steel greatmaul (26-40 power, 2 apr)5.0 T2 greatmaul 2H weapon [Normal] Power 26.5 - 39.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Massive two-handed mauls. |
Bleakprophet the iron greatsword (16-25 power, 1 apr) Bleakprophet the iron greatsword (16-25 power, 1 apr)3.0 T1 greatsword 2H weapon [Rare] Psionic Power 15.5 - 24.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Melee+ +4 darkness On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Melee Ret 8 cold On Hit (Melee): * 20% chance to reduce damage dealt by 21% * 10% chance to reduce all saves and defense by 26 ----- def ----- Resists +3% mind Massive two-handed swords. |
thought-forged steel greatsword (28-44 power, 2 apr) thought-forged steel greatsword (28-44 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Psionic Power 27.5 - 44.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +12 mind On Hit: * 16% chance to reduce all saves and defense by 26 While equipped: Stats +3 Cun +2 Wil Massive two-handed swords. |
iron longsword of persecution (11-15 power, 2 apr) iron longsword of persecution (11-15 power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Disrupt Power 11.0 - 15.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Against +5% Unnatural While equipped: Stats +1 Wil Sharp, long, and deadly. |
slime-covered iron mace of massacre (18-24 power, 2 apr) slime-covered iron mace of massacre (18-24 power, 2 apr)3.0 T1 mace 1H weapon [Ego] Disrupt/Master Power 17.5 - 24.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% On Hit: * 6% chance to slow global speed by 53% Blunt and deadly. |
Serpent's Glare (7-8 power, 15 apr, nature damage) Serpent's Glare (7-8 power, 15 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 171.79 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
vined mindstar (5-6 power, 18 apr, mind damage) vined mindstar (5-6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Normal] Nature Power 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) ---------- 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. |
Glyrialaith the cured leather sling Glyrialaith the cured leather sling4.0 T2 sling 1H weapon Reqs Dex 16 Shoot [Random Unique] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +5 fire While equipped: Stats +3 Str dps ---------- Phys.pwr +12 (+4 eff.) Dmg.mod +3% mind +10% fire ----- def ----- Die.at -40.00 life ---------- misc Reload +3 Equi/ret +0.04 Slings are used to hurl stones or metal shots at your foes. |
Kor's Fall (10-12 power, 0 apr, darkness element) Kor's Fall (10-12 power, 0 apr, darkness element)5.0 T1 staff 2H weapon Reqs Mag 25 [Unique] Arcane Power 10.0 - 12.0 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+6 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 3.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 70.34 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (141). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
ash vilestaff of warding (15-18 power, 3 apr, darkness element) ash vilestaff of warding (15-18 power, 3 apr, darkness element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane 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 +2% Spell.pwr +6 (+6 eff.) Dmg.mod +15% darkness ----- def ----- Armour +4 Defense +5 (+5 eff.) ---------- misc Wards +2 darkness Talents +1 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm magestaff of breaching (10-12 power, 2 apr, fire element) elm magestaff of breaching (10-12 power, 2 apr, fire element)5.0 T1 staff 2H weapon [Ego+] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+3 eff.) Dmg.mod +10% fire Res.pen +5% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering ash magestaff of might (15-18 power, 3 apr, fire element) shimmering ash magestaff of might (15-18 power, 3 apr, fire element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane 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 +8% Spell.pwr +6 (+6 eff.) Dmg.mod +15% fire ---------- misc Mana/turn +0.12 Max.mana +34.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
iron waraxe of massacre (18-26 power, 2 apr) iron waraxe of massacre (18-26 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Master Power 18.5 - 25.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% One-handed war axes. |
Ivotta Ivotta1.0 T1 belt armor [Rare] Disrupt While equipped: ----- def ----- Armour +8 Resists +5% acid +3% temporal +3% mind +6% blight Spell.save +3 (+3 eff.) A belt that goes around your waist. |
Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+5 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+12 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
pair of rough leather boots (0 def, 1 armour) pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Normal] While equipped: ----- def ----- Armour +1 A pair of boots made of leather. |
wanderer's pair of rough leather boots (0 def, 1 armour) wanderer's pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Ego+] Master While equipped: Stats +1 Cun +2 Con ----- def ----- Armour +1 Phys.save +10 (+6 eff.) Mind.save +10 (+5 eff.) A pair of boots made of leather. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)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. |
radiant iron gauntlets of strength (+2) (0 def, 1 armour) radiant iron gauntlets of strength (+2) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+1 eff.) Melee+ 5 light Dmg.mod +4% light ----- def ----- Armour +1 Fatigue +1% Resists +5% light 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. |
temporal iron gauntlets of dexterity (+3) (0 def, 1 armour) temporal iron gauntlets of dexterity (+3) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Melee+ 6 temporal Ranged+ 6 temporal Dmg.mod +3% temporal Acc +10 (+5 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +5% temporal 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. |
clarifying linen wizard hat (1 def, 0 armour) clarifying linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Ego] Psionic While equipped: Stats +3 Cun ----- def ----- Defense +1 (+1 eff.) Mind.save +5 (+2 eff.) A pointy cloth hat, very wizardly... |
insulating rough leather cap of dexterity (+2) (0 def, 1 armour) insulating rough leather cap of dexterity (+2) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +2 Dex ----- def ----- Armour +1 Fatigue +1% Resists +5% fire +5% cold A cap made of leather. |
mindcaging rough leather cap (0 def, 1 armour) mindcaging rough leather cap (0 def, 1 armour)2.0 T1 head armor [Ego+] Psionic While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +10% mind Mind.save +10 (+5 eff.) Confus- +21% A cap made of leather. |
impenetrable iron mail armour (2 def, 11 armour) impenetrable iron mail armour (2 def, 11 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +11 Defense +2 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
cleansing rough leather armour (3 def, 2 armour) cleansing rough leather armour (3 def, 2 armour)9.0 T1 light armor [Ego] Disrupt While equipped: ----- def ----- Armour +2 Defense +3 (+3 eff.) Fatigue +6% Resists +10% nature +10% blight A suit of armour made of leather. |
rough leather armour of acid resistance (3 def, 2 armour) rough leather armour of acid resistance (3 def, 2 armour)9.0 T1 light armor [Ego] Master While equipped: ----- def ----- Armour +2 Defense +3 (+3 eff.) Fatigue +6% Resists +16% acid A suit of armour made of leather. |
acidic steel shield of purity (0 def, 4 armour, 14-17 power, 44.5 block) acidic steel shield of purity (0 def, 4 armour, 14-17 power, 44.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Nature When used to Attack: Power 14.0 - 16.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +44 On Hit: * 10% chance to reduce armor by 18% While equipped: dps ---------- Melee+ 6 acid Melee Ret 3 acid ----- def ----- Armour +4 Fatigue +8% Resists +11% nature +11% blight ---------- misc Talents +1 Block Handheld deflection devices. |
reinforced iron shield of acid resistance (+15%) (0 def, 4 armour, 9-11 power, 43.5 block) reinforced iron shield of acid resistance (+15%) (0 def, 4 armour, 9-11 power, 43.5 block)7.0 T1 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 9.0 - 10.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +44 While equipped: ----- def ----- Armour +4 Fatigue +8% Resists +15% acid ---------- misc Talents +1 Block Handheld deflection devices. |
steel shield of lightning resistance (+17%) (0 def, 4 armour, 12-15 power, 39 block) steel shield of lightning resistance (+17%) (0 def, 4 armour, 12-15 power, 39 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 12.5 - 15.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +39 While equipped: ----- def ----- Armour +4 Fatigue +8% Resists +17% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
blazing quiver of ash arrows of persecution (20/20, 22-30 power, 7 apr) blazing quiver of ash arrows of persecution (20/20, 22-30 power, 7 apr)3.0 T2 arrow ammo Reqs Dex 16 [Ego] Nature/Disrupt Power 21.5 - 30.1 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 20 Ranged+ +17 fire Against +8% Unnatural +14% Unliving On Crit.r2 +11 fire Arrows are used with bows to pierce your foes to death. |
7 agate 7 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. |
46 alchemist agate 46 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. |
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. |
2 opal 2 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. |
Demonic Soul Demonic Soul0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
iron pickaxe (dig speed 39 turns) iron pickaxe (dig speed 39 turns)3.0 T1 digger tool [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 spinel 6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(92 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern brass lantern2.0 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. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+5 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. |
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. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
deadly pouch of steel shots (22/22, 26-32 power, 2 apr) deadly pouch of steel shots (22/22, 26-32 power, 2 apr)3.0 T2 shot ammo Reqs Dex 16 [Ego] Master Power 26.5 - 31.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 22 Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of steel shots (17/17, 22-26 power, 2 apr) psychokinetic pouch of steel shots (17/17, 22-26 power, 2 apr)3.0 T2 shot ammo Reqs Dex 16 [Ego+] Psionic Power 21.5 - 25.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 17 Ranged+ +5 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 162 physical damage Shots are used with slings to pummel your foes to death. |
steel torque of psionic shield [power 43] (4/25 cooldown) steel torque of psionic shield [power 43] (4/25 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 43 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
4 ametrine 4 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. |
5 citrine 5 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. |
4 zircon 4 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 The Cummonher the Higher Wyrmic level 10
8th Mirth 122nd year of Ascendancy at 00:39 see stats
Log
Bleeding from Dremling hits The Cummonher for (6 blocked), 0 physical (0 total damage).
Deep Wound from Xerebrelle the shadowblade hits The Cummonher for (24 blocked), 0 physical (0 total damage).
The Cummonher uses Assault.
The Cummonher misses Xerebrelle the shadowblade.
The Cummonher misses Xerebrelle the shadowblade.
The Cummonher hits Xerebrelle the shadowblade for 26 physical, 7 physical, 5 mind (38 total damage).
Xerebrelle the shadowblade uses Steady Shot.
Xerebrelle the shadowblade's Steady Shot hits The Cummonher for 80 physical damage.
Melee retaliation hits Dremling for 8 acid damage.
Dremling hits The Cummonher for 19 physical damage.
The Cummonher stops bleeding.
Deep Wound from Xerebrelle the shadowblade hits The Cummonher for 24 physical damage.
Xerebrelle the shadowblade performs a melee critical strike against The Cummonher!
Melee retaliation hits Xerebrelle the shadowblade for 7 acid damage.
Xerebrelle the shadowblade hits The Cummonher for 11 physical, 7 darkness (18 total damage).
The Cummonher spits acid!
The Cummonher is not crippled anymore.
Talent Infusion: Regeneration is ready to use.
Deep Wound from Xerebrelle the shadowblade hits The Cummonher for 24 physical damage.
Xerebrelle the shadowblade shoots!
Xerebrelle the shadowblade's Shoot hits The Cummonher for 33 physical damage.
The Cummonher's deep wound closes.
Talent Shield Pummel is ready to use.
Talent Dissolve is ready to use.
Xerebrelle the shadowblade shoots!
Xerebrelle the shadowblade's Shoot hits The Cummonher for 46 physical damage.
The Cummonher the level 13 higher wyrmic was sliced to death by Xerebrelle the shadowblade on level 3 of The Maze.