Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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! 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! 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:
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 | Female |
Race | Yeek |
Class | Mindslayer |
Level / Exp | 26 / 98% |
Size | small |
Lifes / Deaths | Killed by Beluta the mean looking elven guard at level 26 on the 8th Regrowth 123rd year of Ascendancy at 10:27 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 17 (base 14) |
Dexterity | 8 (base 10) |
Constitution | 42 (base 28) |
Magic | 12 (base 10) |
Willpower | 116 (base 49) |
Cunning | 54 (base 36) |
Resources
Life | -228/481 |
Equilibrium | 30 |
Psi | 138/215 |
Healing Factor | 1.703988003127 |
Regeneration | 9.1163358167293 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +110.00527732609% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 5 |
See Stealth | 34.753403342673 |
See Invisible | 34.753403342673 |
Offense: Mainhand
Damage | 50 |
Accuracy | 49 |
Crit Chance | 26% |
APR | 16 |
Speed | 1.00 |
Offense: Spell
Spellpower | 12 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 56 |
Crit Chance | 21% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +24% |
Fire | +5% |
All | 0% |
Offense: Damage Penetration
Physical | +10% |
Acid | +10% |
Defense: Base
Armour (hardiness) | 24 (54.823135475018%) |
Defense | 22 |
Ranged Defense | 22 |
Fatigue | 0 |
Physical Save | 30 |
Spell Save | 41 |
Mental Save | 53 |
Defense: Resistances
Fire | + 24%( 70%) |
Darkness | + 22%( 70%) |
Nature | + 30%( 70%) |
Cold | + 32%( 70%) |
Blight | + 36%( 70%) |
Physical | + 16%( 70%) |
Mind | + 23%( 70%) |
All | + 12%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 20% |
Silence Resistance | 20% |
Confusion Resistance | 65% |
Stun Resistance | 24% |
Pinning Resistance | 21% |
Poison Resistance | 0% |
Knockback Resistance | 20% |
Inscriptions (3/3)
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 804% 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 Willpower stat. |
Infusions | Effective talent level: 2.5 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 41% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 275 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
Psionic / Absorption | 1.30 |
| 3/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Psionic / Kinetic mastery | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Psionic / Projection | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Augmented striking | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Voracity | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Focus | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Psi-fighting | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Psionic / Augmented mobility | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
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. | active |
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 Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Willpower by +5. | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | 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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * 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 |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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. You have been shown a secret entrance to his stronghold. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * '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 hummerhorn wing. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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! | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | Frigidwedge the dwarven-steel greatmaul (40-59 power, 2 apr) Frigidwedge the dwarven-steel greatmaul (40-59 power, 2 apr)5.0 T3 greatmaul 1H weapon Reqs Str 24 [Rare] Psionic Power 39.5 - 59.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +17 mind On Hit.r1 +16 cold On Hit: * 14% chance to reduce all saves and defense by 33 While equipped: Stats +2 Str +2 Mag +5 Wil +5 Cun +4 Con dps ---------- Melee Ret 4 acid ---------- misc Infravis +1 Massive two-handed mauls. |
Light source | Adamira the alchemist's lamp Adamira the alchemist's lamp1.0 T3 lite [Rare] Nature While equipped: Stats +5 Wil dps ---------- Phys.crit +5.0% Crit.mult +13.00% Phys.pwr +8 (+4 eff.) On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +3% cold +4% physical Heal.mod +20% Disease- +20% Confus- +10% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Xereba (0 def, 1 armour) Xereba (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +1 Wil +3 Con dps ---------- Crit.mult +5.00% Acc +30 (+10 eff.) ----- def ----- Armour +1 Fatigue +1% ---------- misc Mana/s.crit +2.00 A cap made of leather. |
On feet | dreamer's pair of hardened leather boots (0 def, 3 armour) dreamer's pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Ego+] Psionic While equipped: Stats +4 Cun +3 Wil ----- def ----- Armour +3 Phys.save +7 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +7 (+3 eff.) A pair of boots made of leather. |
Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 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. |
On fingers | warrior's steel ring of tenacity warrior's steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: Stats +4 Str ----- def ----- Armour +8 Max.HP +22.00 Disarm- +20% Pinning- +21% Knockbk- +20% Rings make your fingers look great! |
On fingers | psionicist's copper ring of perseverance psionicist's copper ring of perseverance0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+2 eff.) HP.reg +1.00 Stun/Frz- +24% Rings make your fingers look great! |
Around neck | Earthen Beads Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 3.5 Pwr.cost 30 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 358 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
In main hand | truestriking dwarven-steel battleaxe of enduring (30-46 power, 2 apr) truestriking dwarven-steel battleaxe of enduring (30-46 power, 2 apr)3.0 T3 battleaxe 2H weapon Reqs Str 24 [Ego++] Nature/Master Power 30.5 - 45.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: Stats +12 Con +10 Wil dps ---------- Res.pen +10% physical Acc +7 (+2 eff.) Apr +10 ----- def ----- Max.HP +40.00 Massive two-handed battleaxes. |
On hands | Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 4.5 Pwr.cost 7 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 84.31 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Around waist | Girdle of the Calm Waters Girdle of the Calm Waters1.0 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. |
Cloak | linen cloak 'Skyschism' (1 def, 0 armour) linen cloak 'Skyschism' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +5% Dmg.mod +24% lightning Res.pen +10% acid On Hit (Melee): * 10% chance to reduce armor by 17% ----- def ----- Defense +1 (+1 eff.) Resists +3% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | dreamer's woollen robe of life (0 def, 0 armour) dreamer's woollen robe of life (0 def, 0 armour)2.0 T2 cloth armor [Ego++] Nature/Psionic While equipped: ----- def ----- Resists +7% blight +11% darkness +12% mind +9% all Phys.save +13 (+7 eff.) Spell.save +12 (+4 eff.) Mind.save +23 (+8 eff.) Max.HP +50.00 HP.reg +2.10 Heal.mod +12% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
movement infusion of the warrior (speed 555%; cd 11) movement infusion of the warrior (speed 555%; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 555% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Shimmerpyre the copper amulet Shimmerpyre the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +5 Dex +3 Wil dps ---------- Res.pen +10% lightning +5% fire ----- def ----- Resists +9% lightning +13% temporal Pinning- +23% Knockbk- +24% Amulets make your neck look great! |
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... |
cleansing copper amulet of willpower (+3) cleansing copper amulet of willpower (+3)0.1 T1 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +3 Wil ----- def ----- Resists +11% nature +12% blight Poison- +21% Disease- +21% Amulets make your neck look great! |
serendipitous steel amulet of perfection (0.15 Psionic / Kinetic mastery,0.15 Psionic / Absorption) serendipitous steel amulet of perfection (0.15 Psionic / Kinetic mastery,0.15 Psionic / Absorption)0.1 T2 amulet jewelry [Ego++] Nature/Master While equipped: Stats +9 Lck dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +11 (+6 eff.) Unseen.red 11% ---------- misc Masteries +0.15 Psionic/Kinetic mastery +0.15 Psionic/Absorption Amulets make your neck look great! |
Nightsong Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+3 eff.) Fatigue -7% Mind.save +13 (+5 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 3.5 Pwr.cost 43 out of 50/50. Range 8 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 180% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
psionicist's steel ring of perseverance psionicist's steel ring of perseverance0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+2 eff.) HP.reg +1.00 Stun/Frz- +20% Rings make your fingers look great! |
steel ring of misery steel ring of misery0.1 T2 ring jewelry [Ego+] Psionic While equipped: Stats +2 Cun dps ---------- Melee+ 13 physical Ranged+ 9 physical On Hit (Melee): * 12% chance to reduce all saves and defense by 33 On Hit (Ranged): * 11% chance to reduce all saves and defense by 33 ---------- misc Hate/m.crit +2.00 Max.hate +6.00 Bleeding Edge: Puts all charms on 17 cooldown Level 5.5 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. Rings make your fingers look great! |
quick dwarven-steel battleaxe of erosion (31-46 power, 2 apr) quick dwarven-steel battleaxe of erosion (31-46 power, 2 apr)3.0 T3 battleaxe 2H weapon Reqs Str 24 [Ego+] Nature/Master Power 31.0 - 46.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +13 nature While equipped: Stats +5 Dex dps ---------- Phys.spd +10% Acc +12 (+4 eff.) Massive two-handed battleaxes. |
quick dwarven-steel dagger of vileness (17-22 power, 7 apr) quick dwarven-steel dagger of vileness (17-22 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego+] Arcane/Master Power 17.0 - 22.1 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +7 blight On Hit: * 10% chance to reduce strength, dexterity, and constitution by 7 While equipped: Stats +4 Dex dps ---------- Phys.spd +10% Acc +8 (+2 eff.) Sharp, short and deadly. |
truestriking dwarven-steel dagger (16-21 power, 7 apr) truestriking dwarven-steel dagger (16-21 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego+] Master Power 16.5 - 21.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: dps ---------- Res.pen +8% physical Acc +8 (+2 eff.) Apr +6 Sharp, short and deadly. |
Bill's Tree Trunk (30-51 power, 7 apr) Bill's Tree Trunk (30-51 power, 7 apr)5.0 T1 greatmaul 2H weapon Reqs Str 25 [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 3.5 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 139% damage. If the attack hits, the target's armour and saves are reduced by 18 for 7 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 64% 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! |
Silywe (33-50 power, 1 apr) Silywe (33-50 power, 1 apr)5.0 T1 greatmaul 2H weapon [Rare] Master Power 33.0 - 49.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% While equipped: Stats +1 Mag dps ---------- Melee Ret 8 mind ----- def ----- Resists +1% physical Massive two-handed mauls. |
truestriking dwarven-steel greatmaul of erosion (40-61 power, 2 apr) truestriking dwarven-steel greatmaul of erosion (40-61 power, 2 apr)5.0 T3 greatmaul 2H weapon Reqs Str 24 [Ego+] Nature/Master Power 40.5 - 60.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +7 nature While equipped: dps ---------- Res.pen +10% physical Acc +17 (+5 eff.) Apr +10 Massive two-handed mauls. |
dwarven-steel greatsword of enduring (35-56 power, 2 apr) dwarven-steel greatsword of enduring (35-56 power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego+] Nature Power 35.0 - 56.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: Stats +9 Con +9 Wil ----- def ----- Max.HP +27.00 Massive two-handed swords. |
flaming dwarven-steel greatsword of massacre (50-80 power, 2 apr) flaming dwarven-steel greatsword of massacre (50-80 power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego] Arcane/Master Power 50.0 - 80.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit.r1 +10 fire Massive two-handed swords. |
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 3.5 Pwr.cost 7 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 157.99 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Zubunn the mossy mindstar (6-7 power, 16 apr, nature damage) Zubunn the mossy mindstar (6-7 power, 16 apr, nature damage)3.0 T1 mindstar 1H weapon [Rare] Nature Power 6.5 - 7.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +16 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Phys.pwr +5 (+3 eff.) Mind.pwr +2 (+1 eff.) Apr +9 ----- def ----- Resists +5% arcane Max.HP +16.00 HP.reg +0.60 ---------- 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. |
nature's mossy mindstar of life (3-3 power, 12 apr, mind damage) nature's mossy mindstar of life (3-3 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Ego] Nature Power 3.0 - 3.3 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Dmg.mod +3% nature ----- def ----- Resists +3% blight Max.HP +12.00 HP.reg +0.50 Disease- +12% ---------- 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. |
hardened leather sling of cunning (+4) hardened leather sling of cunning (+4)4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Ego] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: Stats +4 Cun dps ---------- Res.pen +7% physical Slings are used to hurl stones or metal shots at your foes. |
short yew starstaff of warding (20-24 power, 4 apr, physical element) short yew starstaff of warding (20-24 power, 4 apr, physical element)5.0 T3 staff 1H weapon Reqs Mag 24 [Ego] Arcane/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+8 eff.) Dmg.mod +20% physical ----- def ----- Armour +5 Defense +6 (+3 eff.) ---------- misc Wards +2 physical Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dwarven-steel waraxe 'Glintwar' (25-35 power, 14 apr) dwarven-steel waraxe 'Glintwar' (25-35 power, 14 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Random Unique] Arcane/Master Power 25.0 - 35.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +4.5% Atk.spd 100% Phasing +15% Melee+ +20 light While equipped: Stats +4 Dex dps ---------- Spell.pwr +15 (+11 eff.) S.pwr/crit +4 Phys.spd +10% Acc +13 (+4 eff.) ----- def ----- Spell.save +9 (+3 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.vim +20.00 One-handed war axes. |
Demonlore Demonlore1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Res.pen +5% darkness +5% lightning On Hit (Melee): * 10% chance to reduce damage dealt by 27% ----- def ----- Resists +9% darkness HP.reg +0.80 Heal.mod +11% A belt that goes around your waist. |
Blindwend (0 def, 1 armour) Blindwend (0 def, 1 armour)2.0 T1 head armor [Rare] Disrupt While equipped: Stats +1 Cun +2 Wil dps ---------- Res.pen +20% darkness ----- def ----- Armour +1 Fatigue +1% Resists +6% nature +6% blight ---------- misc Infravis +3 A cap made of leather. |
Icerot (0 def, 1 armour) Icerot (0 def, 1 armour)2.0 T1 head armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% cold Res.pen +20% acid +10% mind On Hit (Melee): * 20% chance to reduce armor by 17% ----- def ----- Armour +1 Fatigue +1% Resists +23% mind +3% acid Mind.save +12 (+4 eff.) Confus- +24% A cap made of leather. |
iron helm 'Lightusher' (0 def, 3 armour) iron helm 'Lightusher' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Wil +3 Cun +5 Con dps ---------- Mind.pwr +4 (+1 eff.) ----- def ----- Armour +3 Fatigue +5% ---------- misc Light +3 Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Skin of Many (12 def, 6 armour) Skin of Many (12 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+6 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
cleansing reinforced leather armour of Toknor (12 def, 7 armour) cleansing reinforced leather armour of Toknor (12 def, 7 armour)9.0 T4 light armor Reqs Str 18 [Ego+] Disrupt/Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +13.00% Phys.pwr +5 (+3 eff.) ----- def ----- Armour +7 Defense +12 (+6 eff.) Fatigue +8% Resists +13% nature +13% blight A suit of armour made of leather. |
hardened leather armour of acid resistance (9 def, 6 armour) hardened leather armour of acid resistance (9 def, 6 armour)9.0 T3 light armor [Ego] Master While equipped: ----- def ----- Armour +6 Defense +9 (+5 eff.) Fatigue +8% Resists +15% acid A suit of armour made of leather. |
hardened leather armour of resilience (9 def, 6 armour) hardened leather armour of resilience (9 def, 6 armour)9.0 T3 light armor [Ego] Nature While equipped: ----- def ----- Armour +6 Defense +9 (+5 eff.) Fatigue +8% Max.HP +28.00 A suit of armour made of leather. |
12 agate 12 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 onyx 2 onyx0.0 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. |
6 aquamarine 6 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal 7 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. |
7 topaz 7 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 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. |
iron pickaxe of endurance (dig speed 36 turns) iron pickaxe of endurance (dig speed 36 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald emerald0.0 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. |
4 spinel 4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise 2 turquoise0.0 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. |
Heart of the Sandworm Queen Heart of the Sandworm Queen0.0 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. |
Arthagorn the brass lantern Arthagorn the brass lantern2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Crit.mult +15.00% Acc +5 (+1 eff.) ----- def ----- Defense +5 (+3 eff.) Mind.save +6 (+2 eff.) ---------- misc Hate/m.crit +1.00 Light +3 See.Stealth +5 See.Invis +7 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. |
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.(161 power, based on Willpower). Uses 9 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. |
brass lantern of focus brass lantern of focus2.0 T1 lite [Ego] Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +6% mind ---------- 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. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Rod of Recall (2/2) Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
quick elm totem of summon tentacle [power 85] (14 cooldown) quick elm totem of summon tentacle [power 85] (14 cooldown)2.0 T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 184 Base Damage: 86 Armor: 0 All Resist: 3 Puts all charms on 14 cooldown Natural totems are made by powerful wilders to store nature power. |
13 amethyst 13 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 quartz 3 quartz0.0 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. |
10 ametrine 10 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. |
11 citrine 11 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 weakslayer the Yeek Mindslayer level 16
27th Dusk 122nd year of Ascendancy at 07:24 see stats
By weakslayer the Yeek Mindslayer level 24
3rd Allure 123rd year of Ascendancy at 03:58 see stats
By weakslayer the Yeek Mindslayer level 17
38th Dusk 122nd year of Ascendancy at 07:03 see stats
By weakslayer the Yeek Mindslayer level 19
50th Dusk 122nd year of Ascendancy at 23:57 see stats
By weakslayer the Yeek Mindslayer level 10
10th Mirth 122nd year of Ascendancy at 00:10 see stats
By weakslayer the Yeek Mindslayer level 20
58th Dusk 122nd year of Ascendancy at 09:37 see stats
By weakslayer the Yeek Mindslayer level 24
52nd Haze 122nd year of Ascendancy at 14:07 see stats
By weakslayer the Yeek Mindslayer level 26
8th Regrowth 123rd year of Ascendancy at 07:05 see stats
By weakslayer the Yeek Mindslayer level 14
1st Dusk 122nd year of Ascendancy at 15:55 see stats
By weakslayer the Yeek Mindslayer level 11
1st Summertide 122nd year of Ascendancy at 16:33 see stats
By weakslayer the Yeek Mindslayer level 25
4th Allure 123rd year of Ascendancy at 22:50 see stats
Log
Bleeding from Beluta the mean looking elven guard hits weakslayer for (12 to psi shield), 18 physical (18 total damage).
Burning from Beluta the mean looking elven guard hits weakslayer for (46 antimagic), 11 fire (11 total damage).
Melee retaliation hits weakslayer for (3 to psi shield), (4 antimagic), 0 acid, (8 antimagic), 0 fire, (3 to psi shield), (4 antimagic), 0 nature, 2 healing, (1 to psi shield), (2 antimagic), 0 blight (0 total damage) [2 healing].
Weakslayer's Beyond the Flesh hits Beluta the mean looking elven guard for 57 physical, 6 mind, 6 cold, 7 physical (77 total damage).
Beluta the mean looking elven guard uses Block.
Weakslayer uses Thermal Strike.
Beluta the mean looking elven guard is encased in ice!
weakslayer HEALS from nature damage!
weakslayer hits Beluta the mean looking elven guard for (94 blocked), 8 cold, (10 blocked), 0 physical, (64 blocked), 0 cold (8 total damage).
Melee retaliation hits weakslayer for (3 to psi shield), (4 antimagic), 0 acid, (8 antimagic), 0 fire, (3 to psi shield), (4 antimagic), 0 nature, 2 healing, (1 to psi shield), (2 antimagic), 0 blight (0 total damage) [2 healing].
Deep Wound from Beluta the mean looking elven guard hits Iceblock for 40 physical damage.
Bleeding from Beluta the mean looking elven guard hits Iceblock for 35 physical damage.
Burning from Beluta the mean looking elven guard hits Iceblock for 75 fire damage.
Melee retaliation hits Iceblock for 10 acid, 11 fire, 10 nature, 4 blight (34 total damage).
Weakslayer's Beyond the Flesh hits Beluta the mean looking elven guard for (94 blocked), (1 to ice), 1 physical, (4 to ice), 5 mind, (10 blocked), 0 cold, (12 blocked), 0 physical (6 total damage).
Beluta the mean looking elven guard forces the iceblock to shatter.
Weakslayer is free from the illness.
Deep Wound from Beluta the mean looking elven guard hits Iceblock for 40 physical damage.
Bleeding from Beluta the mean looking elven guard hits Iceblock for 35 physical damage.
Melee retaliation hits Iceblock for 10 acid, 11 fire, 10 nature, 4 blight (34 total damage).
Weakslayer's Beyond the Flesh hits Beluta the mean looking elven guard for (94 blocked), (6 to ice), 6 physical, (4 to ice), 5 mind, (10 blocked), 0 cold, (12 blocked), 0 physical (11 total damage).
Beluta the mean looking elven guard is free from the ice.
Beluta the mean looking elven guard uses Punishment.
Beluta the mean looking elven guard unleashes a punishing strike for 212% bonus damage!
Weakslayer reacts immediately after taking severe wounds!
Beluta the mean looking elven guard performs a melee critical strike against weakslayer!
Beluta the mean looking elven guard hits weakslayer for (80 to psi shield), 472 physical (472 total damage).
Melee retaliation hits Beluta the mean looking elven guard for 0 acid, 2 acid (2 total damage).
weakslayer the level 26 yeek mindslayer was smashed to death by Beluta the mean looking elven guard on level 4 of Dark crypt.