










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/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:
Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game 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 Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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 | Cornac |
Class | Berserker |
Level / Exp | 32 / 53% |
Size | big |
Lifes / Deaths | Killed by Greater Mummy Lord at level 32 on the 55th Dusk 123rd year of Ascendancy at 17:53 / 1 |
Primary Stats
Strength | 121 (base 49) |
Dexterity | 34 (base 26) |
Constitution | 63 (base 60) |
Magic | 16 (base 10) |
Willpower | 25 (base 10) |
Cunning | 22 (base 13) |
Resources
Life | -373/1170 |
Stamina | 90/230 |
Healing Factor | 2.064619213451 |
Regeneration | 66.369564011537 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -8.8817841970013E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 2 |
Offense: Mainhand
Damage | 224 |
Accuracy | 59 |
Crit Chance | 52% |
APR | 45 |
Speed | 1.00 |
Offense: Spell
Spellpower | 22 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 23 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Light | +6% |
All | 0% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 51.292304923968 (87.807182003187%) |
Defense | 41 |
Ranged Defense | 41 |
Fatigue | 0 |
Physical Save | 48 |
Spell Save | 53 |
Mental Save | 30 |
Defense: Resistances
Acid | + 32%( 70%) |
Blight | + 49%( 70%) |
Arcane | + 25%( 70%) |
Cold | + 49%( 70%) |
All | + 21%( 70%) |
Darkness | + 26%( 70%) |
Light | + 27%( 70%) |
Temporal | + 23%( 70%) |
Physical | + 30%( 70%) |
Lightning | + 30%( 70%) |
Fire | + 40%( 70%) |
Nature | + 53%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Stun Resistance | 40% |
Poison Resistance | 0% |
Blind Resistance | 20% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -802 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1604 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: 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 23% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 184 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 763% 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 Strength stat. |
Class Talents
Technique / Berserker's strength | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Bloodthirst | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.30 |
| 1/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | active |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You failed to protect the lost defiler from death by Beturera the banshee. Escort: lost defiler (level 7 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by skeleton master archer. Escort: lost sun paladin (level 4 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved Strength by +5. | done |
You failed to protect the temporal explorer from death by skeleton warrior. Escort: temporal explorer (level 1 of Dreadfell) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You 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. | 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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Stire of Derth. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Stire of Derth in creating an elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. Agrimley the hermit has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
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! | 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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T4 feet armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+2 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+0 eff.) Fatigue +8% Spell.save +10 (+4 eff.) Mind.save +10 (+5 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 32 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Light source | ![]() 2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+2 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 | ![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Melee Ret 2 light ----- def ----- Armour +4 Fatigue +4% Resists +3% temporal +3% blight +8% fire +9% nature +9% cold Mind.save +12 (+6 eff.) Die.at -80.00 life Def/telep +15 Res/telep +15% Dur/telep +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 362 Puts all charms on 18 cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T3 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +4 Str +4 Dex +6 Mag +7 Wil +3 Con dps ---------- Spell.pwr +9 (+5 eff.) Acc +12 (+3 eff.) Apr +12 On Hit (Melee): * 10% chance to reduce damage dealt by 14% ----- def ----- Armour +3 Defense +11 (+3 eff.) Resists +3% all Max.HP +66.00 HP.reg +10.00 Heal.mod +14% 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! |
On fingers | ![]() 0.1 T4 ring jewelry [Ego+] Psionic While equipped: Stats +8 Cun dps ---------- Melee+ 17 physical Ranged+ 13 physical On Hit (Melee): * 14% chance to reduce all saves and defense by 16 On Hit (Ranged): * 15% chance to reduce all saves and defense by 16 ----- def ----- Armour +3 Resists +3% all ---------- misc Hate/m.crit +2.00 Max.hate +9.00 Bleeding Edge: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
Around waist | ![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
In main hand | ![]() 3.0 T5 greatsword 2H weapon [Rare] Master Power 64.0 - 102.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +17.0% Crit.mult +45.00% Apr +14 ----- def ----- Resists +6% acid +9% fire +6% darkness +4% physical Spell.save +18 (+6 eff.) Die.at -60.00 life Massive two-handed swords. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +3 Str +4 Dex +1 Cun dps ---------- Melee+ 10 light Dmg.mod +6% light ----- def ----- Armour +2 Fatigue +3% Resists +8% light Crit.chn- 15.00% ---------- misc Light +1 Infravis +2 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 | ![]() 14.0 T3 heavy armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: ----- def ----- Armour +14 Defense +3 (+1 eff.) Fatigue +12% Resists +8% acid +7% physical +7% fire +8% lightning +7% cold Max.HP +35.00 HP.reg +6.00 Heal.mod +16% A suit of armour made of mail. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Nature While equipped: ----- def ----- Defense +12 (+4 eff.) Resists +13% blight +3% lightning +12% nature +5% arcane Crit.chn- 10.00% Phys.save +12 (+4 eff.) HP.reg +7.00 Heal.mod +16% Blind- +20% 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 T3 amulet jewelry [Ego+] Nature While equipped: Stats +7 Lck dps ---------- Acc +8 (+2 eff.) ----- def ----- Defense +8 (+2 eff.) Unseen.red 12% Amulets make your neck look great! |
Inventory
![]() 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 T5 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +9% arcane Res.pen +25% nature +25% lightning On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 13 ----- def ----- Fatigue -10% Resists +15% lightning +5% arcane +9% nature HP.reg +5.00 Amulets make your neck look great! |
![]() 0.1 T4 ring jewelry [Ego+] Arcane/Master While equipped: Stats +3 Con ----- def ----- Spell.save +14 (+5 eff.) Blind- +20% ---------- misc Max.stam +20.00 Infravis +4 See.Stealth +19 See.Invis +11 Rings make your fingers look great! |
![]() 3.0 T2 battleaxe 2H weapon [Unique] Master Power 45.0 - 67.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +21 Crit +2.0% Atk.spd 100% Against +25% Dragon While equipped: Stats +6 Str ----- def ----- D.Red.from +25% Dragon Phys.save +9 (+3 eff.) Stun/Frz- +20% Knockbk- +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
![]() 5.0 T5 greatmaul 2H weapon [Ego+] Nature/Psionic Power 72.0 - 108.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Melee+ +30 mind On Hit: * 37% chance to reduce all saves and defense by 16 While equipped: Stats +20 Wil +3 Cun +14 Con ----- def ----- Max.HP +41.00 Massive two-handed mauls. |
![]() 5.0 T5 greatmaul 2H weapon [Ego+] Arcane/Master Power 67.5 - 101.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Mag +9 Wil dps ---------- Spell.pwr +14 (+7 eff.) Res.pen +13% physical Acc +23 (+6 eff.) Apr +10 Massive two-handed mauls. |
![]() 3.0 T3 greatsword 2H weapon [Unique] Nature/Master Power 42.0 - 67.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +18.0% Atk.spd 100% Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con ----- def ----- D.Red.from +15% Orc HP.reg +0.50 ---------- misc Stam/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
![]() 3.0 T5 longsword 1H weapon [Ego++] Nature/Master Power 40.0 - 56.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +27 lightning +37 cold While equipped: Stats +5 Str dps ---------- Mov.spd +33% Dmg.mod +15% physical Res.pen +13% lightning +16% cold Acc +12 (+3 eff.) Sharp, long, and deadly. |
![]() 3.0 T5 mace 1H weapon [Rare] Arcane Power 45.5 - 63.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +31 Crit +3.0% Atk.spd 100% Phasing +18% While equipped: Stats +3 Wil dps ---------- Phys.pwr +25 (+5 eff.) S.pwr/crit +8 Acc +15 (+4 eff.) Apr +3 ----- def ----- Defense +20 (+6 eff.) ---------- misc Stam/turn +3.00 Mana/turn +0.08 Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon [Ego+] Master Power 44.5 - 62.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +10.0% Crit.mult +15.00% Apr +12 Blunt and deadly. |
![]() 4.0 T5 sling 1H weapon Reqs Dex 48 Shoot [Rare] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: Stats +3 Con dps ---------- Phys.crit +7.0% Crit.mult +40.00% Spell.pwr +10 (+5 eff.) Dmg.mod +6% arcane Acc +13 (+3 eff.) ----- def ----- Defense +20 (+6 eff.) ---------- misc Stam/turn +3.00 Equi/ret +0.12 Slings are used to hurl stones or metal shots at your foes. |
![]() 7.0 staff 2H weapon Reqs Mag 40 [Plot Item] Unknown Power 30.0 - 33.0 Arcane Uses 100% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 While equipped: dps ---------- Spell.crit +10% Spell.pwr +20 (+10 eff.) Acc +20 (+5 eff.) Absorb energies. Uses 1000 power out of 1000/1000 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Rare] Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +8.0% Spell.crit +19% Crit.mult +38.00% Spell.pwr +15 (+8 eff.) Dmg.mod +9% blight +30% fire Res.pen +15% blight ----- def ----- Defense +30 (+10 eff.) ---------- misc Max.stam +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Ego] Arcane Power 37.0 - 44.4 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +19 (+10 eff.) Dmg.mod +37% arcane ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T5 trident 2H weapon [Ego++] Master/Psionic Power 52.5 - 84.0 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +16 Crit +4.0% Atk.spd 100% On Hit: * Projects up to 5 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Res.pen +21% physical Acc +13 (+3 eff.) Apr +13 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 2.0 T5 cloth armor [Ego++] Arcane While equipped: Stats +5 Mag dps ---------- Dmg.mod +6% acid +23% physical +5% fire +21% temporal +17% cold Res.pen +11% temporal +12% physical ----- def ----- Resists +16% acid +10% physical +16% fire +19% cold +15% all Anom.red +12 ---------- misc Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +2 (+1 eff.) Dmg.mod +23% lightning ----- def ----- Resists +34% lightning +15% all Mind.save +24 (+11 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
![]() 2.0 T3 feet armor [Random Unique] Arcane/Master While equipped: dps ---------- Spell.pwr +7 (+4 eff.) ----- def ----- Armour +14 Defense +12 (+4 eff.) Resists +12% acid Die.at -20.00 life Blind- +20% ---------- misc Infravis +2 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 25% chance to evade melee and ranged attacks and 17 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Ego++] Nature While equipped: Stats +2 Wil ----- def ----- Armour +11 Defense +3 (+1 eff.) Fatigue +12% Resists +15% blight +9% cold +10% darkness +7% acid ---------- misc Light +1 Breathe water A suit of armour made of mail. |
![]() 9.0 T5 light armor [Normal] While equipped: ----- def ----- Armour +8 Defense +20 (+6 eff.) Fatigue +8% A suit of armour made of leather. |
![]() 9.0 T1 light armor [Ego++] Nature/Master While equipped: Stats +4 Str +3 Dex ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +6% Resists +6% acid +7% cold Phys.save +6 (+2 eff.) ---------- misc Breathe water A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego+] Arcane/Master While equipped: dps ---------- Phys.spd +15% Spell.spd +15% Mind.spd +15% ----- def ----- Armour +8 Defense +20 (+6 eff.) Fatigue +8% Resists +15% light +15% darkness A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego++] Nature/Master While equipped: dps ---------- Phys.crit +5.0% Crit.mult +10.00% Phys.pwr +8 (+2 eff.) Melee+ 8 fire Ranged+ 8 fire ----- def ----- Armour +17 Defense +20 (+6 eff.) Fatigue +8% Resists +21% fire +27% physical A suit of armour made of leather. |
![]() 12.0 T2 massive armor Reqs Massive armour training [Unique] Nature/Master While equipped: Stats +3 Dex +3 Wil +3 Con ----- def ----- Armour +12 Defense +4 (+1 eff.) Fatigue +14% Resists +18% cold +18% darkness +18% nature Heal.mod +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Ego++] Nature While equipped: Stats +6 Wil ----- def ----- Armour +19 Fatigue +22% Resists +28% blight +9% cold +20% darkness +8% acid ---------- misc Light +1 Breathe water A suit of armour made of metal plates. |
![]() 6.0 T4 mummy armor [Ego+] Arcane While equipped: Stats +5 Mag dps ---------- Spell.pwr +9 (+5 eff.) Dmg.mod +20% physical +15% darkness +15% cold +15% arcane +17% temporal Res.pen +11% temporal +9% physical ----- def ----- Armour +2 Defense +5 (+1 eff.) Fatigue +2% Resists -25% fire Anom.red +12 Decaying mummy wrappings. |
![]() 6.0 T4 mummy armor [Ego] Psionic While equipped: Stats +5 Mag dps ---------- Mind.crit +5% Spell.pwr +9 (+5 eff.) Mind.pwr +4 (+2 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+1 eff.) Fatigue +2% Resists -25% fire Mind.save +25 (+11 eff.) Decaying mummy wrappings. |
![]() 6.0 T4 mummy armor [Normal] While equipped: Stats +1 Mag dps ---------- Spell.pwr +12 (+6 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+1 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
![]() 6.0 T4 mummy armor [Normal] While equipped: Stats +2 Mag dps ---------- Spell.pwr +9 (+5 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+1 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
![]() 6.0 T4 mummy armor [Normal] While equipped: Stats +1 Mag dps ---------- Spell.pwr +9 (+5 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+1 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
![]() 6.0 T4 mummy armor [Normal] While equipped: Stats +5 Mag dps ---------- Spell.pwr +8 (+4 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+1 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
![]() 6.0 T4 mummy armor [Normal] While equipped: Stats +5 Mag dps ---------- Spell.pwr +9 (+5 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+1 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
![]() 6.0 T4 mummy armor [Normal] While equipped: Stats +5 Mag dps ---------- Spell.pwr +10 (+5 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+1 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
![]() 6.0 T4 mummy armor [Normal] While equipped: Stats +5 Mag dps ---------- Spell.pwr +10 (+5 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+1 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
![]() 6.0 T4 mummy armor [Normal] While equipped: Stats +5 Mag dps ---------- Spell.pwr +13 (+7 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+1 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
![]() 6.0 T4 mummy armor [Normal] While equipped: Stats +4 Mag dps ---------- Spell.pwr +6 (+3 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+1 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
![]() 6.0 T4 mummy armor [Normal] While equipped: Stats +5 Mag dps ---------- Spell.pwr +10 (+5 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+1 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
![]() 6.0 T4 mummy armor [Normal] While equipped: Stats +5 Mag dps ---------- Spell.pwr +8 (+4 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+1 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
![]() 6.0 T4 mummy armor [Normal] While equipped: Stats +8 Mag dps ---------- Spell.pwr +8 (+4 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+1 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
![]() 6.0 T4 mummy armor [Normal] While equipped: Stats +5 Mag dps ---------- Spell.pwr +9 (+5 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+1 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
![]() 6.0 T4 mummy armor [Normal] While equipped: Stats +6 Mag dps ---------- Spell.pwr +11 (+6 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+1 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
![]() 6.0 T4 mummy armor [Normal] While equipped: Stats +5 Mag dps ---------- Spell.pwr +9 (+5 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+1 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
![]() 6.0 T4 mummy armor [Normal] While equipped: Stats +5 Mag dps ---------- Spell.pwr +9 (+5 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+1 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
![]() 6.0 T4 mummy armor [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Spell.pwr +10 (+5 eff.) Dmg.mod +15% cold +15% arcane +27% darkness ----- def ----- Armour +2 Defense +5 (+1 eff.) Fatigue +2% Resists +18% darkness -25% fire Decaying mummy wrappings. |
![]() 6.0 T4 mummy armor [Ego] Nature While equipped: Stats +3 Mag dps ---------- Spell.pwr +10 (+5 eff.) Dmg.mod +15% darkness +15% cold +14% nature +15% arcane ----- def ----- Armour +2 Defense +5 (+1 eff.) Fatigue +2% Resists +21% nature -25% fire Decaying mummy wrappings. |
![]() 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: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 6 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() 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. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+5 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By jhvvh the Cornac Berserker level 30
4th Dusk 123rd year of Ascendancy at 20:46 see stats
By jhvvh the Cornac Berserker level 18
3rd Haze 122nd year of Ascendancy at 05:16 see stats
By jhvvh the Cornac Berserker level 20
74th Haze 122nd year of Ascendancy at 10:43 see stats
By jhvvh the Cornac Berserker level 26
14th Pyre 123rd year of Ascendancy at 23:24 see stats
By jhvvh the Cornac Berserker level 26
78th Regrowth 123rd year of Ascendancy at 06:51 see stats
By jhvvh the Cornac Berserker level 31
9th Dusk 123rd year of Ascendancy at 21:10 see stats
By jhvvh the Cornac Berserker level 10
6th Mirth 122nd year of Ascendancy at 21:08 see stats
By jhvvh the Cornac Berserker level 20
48th Haze 122nd year of Ascendancy at 15:51 see stats
By jhvvh the Cornac Berserker level 30
3rd Dusk 123rd year of Ascendancy at 23:59 see stats
By jhvvh the Cornac Berserker level 19
8th Haze 122nd year of Ascendancy at 22:22 see stats
By jhvvh the Cornac Berserker level 28
9th Mirth 123rd year of Ascendancy at 10:48 see stats
By jhvvh the Cornac Berserker level 20
74th Haze 122nd year of Ascendancy at 13:34 see stats
By jhvvh the Cornac Berserker level 24
10th Allure 123rd year of Ascendancy at 13:42 see stats
By jhvvh the Cornac Berserker level 7
79th Pyre 122nd year of Ascendancy at 12:35 see stats
By jhvvh the Cornac Berserker level 19
48th Haze 122nd year of Ascendancy at 15:51 see stats
By jhvvh the Cornac Berserker level 19
30th Haze 122nd year of Ascendancy at 07:17 see stats
By jhvvh the Cornac Berserker level 16
69th Dusk 122nd year of Ascendancy at 10:03 see stats
By jhvvh the Cornac Berserker level 29
3rd Dusk 123rd year of Ascendancy at 23:59 see stats
Log
jhvvh hits Greater Mummy Lord for (10 flat reduction), 149 physical, (9 flat reduction), 0 light, (10 flat reduction), 3 physical (151 total damage).
Melee retaliation hits jhvvh for (23 refused), 0 cold, (7 refused), 0 lightning (0 total damage).
Jhvvh's deep wound closes.
jhvvh is unstoppable!
Greater Mummy Lord's winter area effect hits jhvvh for (41 refused), 0 cold (0 total damage).
Greater Mummy Lord uses Shield Pummel.
Jhvvh resists the shield bash!
jhvvh is unstoppable!
Greater Mummy Lord hits jhvvh for (34 refused), 0 physical, (16 refused), 0 lightning, (67 refused), 0 physical, (25 refused), 0 lightning (0 total damage).
Melee retaliation hits Greater Mummy Lord for (2 blocked), 0 light, (2 blocked), 0 light (0 total damage).
jhvvh is unstoppable!
jhvvh hits Greater Mummy Lord for (196 blocked), (10 flat reduction), 35 physical, (9 blocked), 0 light, (13 blocked), 0 physical (35 total damage).
Melee retaliation hits jhvvh for (23 refused), 0 cold, (7 refused), 0 lightning (0 total damage).
Greater Mummy Lord's adrenaline surge has come to an end.
jhvvh is unstoppable!
Greater Mummy Lord's winter area effect hits jhvvh for (41 refused), 0 cold (0 total damage).
Greater Mummy Lord casts Ice Storm.
Jhvvh shrugs off the effect 'Frozen'!
jhvvh is unstoppable!
jhvvh hits Greater Mummy Lord for (10 flat reduction), 234 physical, (9 flat reduction), 0 light, (10 flat reduction), 3 physical (237 total damage).
Melee retaliation hits jhvvh for (23 refused), 0 cold, (7 refused), 0 lightning (0 total damage).
Jhvvh shrugs off the effect 'Frozen'!
Greater Mummy Lord's ice storm area effect hits jhvvh for 24 cold damage.
Greater Mummy Lord's winter area effect hits jhvvh for 41 cold damage.
Greater Mummy Lord casts Freeze.
Greater Mummy Lord hits jhvvh for 132 cold damage.
jhvvh the level 32 cornac berserker was chilled to death by Greater Mummy Lord and raised as a soulless shuffling mummy on level 3 of Elven Ruins.
Jhvvh no longer revels in blood quite so much.