Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Midnight 1.6.7Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
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 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 Adventure |
Sex | Male |
Race | Dwarf |
Class | Bulwark |
Level / Exp | 23 / 66% |
Size | big |
Lifes / Deaths | Killed by Poliwe the grannor'vin at level 14 on the 43rd Profit 122nd year of Ascendancy at 23:55 0 / 6Killed by Cumbucket13 at level 15 on the 12nd Wealth 122nd year of Ascendancy at 18:35 Killed by Emelyvena the lesser vampire at level 16 on the 22nd Wealth 122nd year of Ascendancy at 23:54 Killed by Bandit Leader Glylenne at level 17 on the 25th Wealth 122nd year of Ascendancy at 15:10 Killed by Dozing Layinne at level 23 on the 30th Steel 123rd year of Ascendancy at 07:57 Killed by Betolle the skeleton warrior at level 23 on the 31st Steel 123rd year of Ascendancy at 09:42 |
Primary Stats
Strength | 80 (base 48) |
Dexterity | 22 (base 16) |
Constitution | 74 (base 38) |
Magic | 8 (base 10) |
Willpower | 22 (base 10) |
Cunning | 40 (base 10) |
Resources
Life | -22/1038 |
Stamina | 16/196 |
Healing Factor | 1.3951680505321 |
Regeneration | 13.48785266861 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +12.5% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 6 |
See Stealth | 35 |
See Invisible | 35 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 106 |
Accuracy | 28 |
Crit Chance | 16% |
APR | 12 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 8 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 25 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Physical | +10% |
Lightning | +15% |
Acid | +6% |
All | 0% |
Offense: Damage Penetration
Light | +20% |
Defense: Base
Armour (hardiness) | 35 (30%) |
Defense | 30 |
Ranged Defense | 30 |
Fatigue | 26 |
Physical Save | 62 |
Spell Save | 41 |
Mental Save | 43 |
Defense: Resistances
Nature | + 36%( 70%) |
Acid | + 27%( 70%) |
Light | + 37%( 70%) |
Darkness | + 51%( 70%) |
Cold | + 53%( 70%) |
Lightning | + 39%( 70%) |
Fire | + 49%( 70%) |
All | + 20%( 70%) |
Defense: Immunities
Disarm Resistance | 40% |
Stun Resistance | 30% |
Blind Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 30% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 472 life over 5 turns. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Infusions | Effective talent level: 1.0 Infusion: 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 85 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Warcries | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Battle tactics | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield defense | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 5/5 |
Technique / Shield offense | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 3/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 4/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
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 |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved Cunning by +5. | done |
You failed to protect the lost warrior from death by netherworm mass. Escort: lost warrior (level 2 of Daikara) | failed |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You failed to protect the worried loremaster from death by giant venus flytrap. Escort: worried loremaster (level 1 of Daikara) | failed |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved Strength by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed black mamba head. * You've found the needed length of troll intestine. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed ice ant stinger. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed honey tree root. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed orc heart. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
Equipment
On feet | The Black Boots (2 def, 1 armour) The Black Boots (2 def, 1 armour)2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun dps ---------- Mov.spd +12% ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
Light source | Light of Revelation Light of Revelation2.0 T2 lite [Unique] Unknown While equipped: dps ---------- Against +25% Horror ----- def ----- D.Red.from +25% Horror ---------- misc Light +7 See.Stealth +35 See.Invis +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+3 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
On hands | Gloves of the Firm Hand (0 def, 8 armour) Gloves of the Firm Hand (0 def, 8 armour)1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Tool | Bizzare Contraption Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +5 Str +5 Wil +8 Cun +5 Con dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning +7% all Phys.save +18 (+5 eff.) Mind.save +18 (+6 eff.) 10% chance when hit to absorb the whole blow. This effect has a 30 turn cooldown. This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
On fingers | gladiator's steel ring gladiator's steel ring0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +6 (+2 eff.) Rings make your fingers look great! |
On fingers | Wheel of Fate Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Stats +5 Str +4 Cun +5 Con dps ---------- Phys.pwr +7 (+2 eff.) Melee+ 9 physical Ranged+ 9 physical Res.pen +20% light On Hit (Melee): * 12% chance to reduce all saves and defense by 17 On Hit (Ranged): * 10% chance to reduce all saves and defense by 17 ----- def ----- Resists +3% light +6% fire Phys.save +8 (+2 eff.) Spell.save +9 (+3 eff.) Mind.save +10 (+3 eff.) ---------- misc Hate/m.crit +1.00 Max.hate +7.00 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Puts all charms on 1 cooldown "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Around neck | Gosenne the Torchrain Gosenne the Torchrain0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: dps ---------- Melee Ret 2 darkness ----- def ----- Fatigue -5% Resists +20% fire +12% cold +19% darkness +13% light HP.reg +2.00 Blind- +20% Amulets make your neck look great! |
In main hand | stralite longsword of projection (32-46 power, 5 apr) stralite longsword of projection (32-46 power, 5 apr)3.0 T4 longsword 1H weapon [Ego+] Psionic Power 32.5 - 45.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Sharp, long, and deadly. |
Around waist | Infernobraze the hardened leather belt Infernobraze the hardened leather belt1.0 T3 belt armor [Random Unique] Nature/Master While equipped: Stats +3 Str +3 Dex +4 Cun +5 Con +7 Lck dps ---------- Phys.pwr +7 (+2 eff.) Dmg.mod +6% acid On Hit (Melee): * 10% chance to reduce armor by 13% ----- def ----- Resists +9% acid +11% fire +10% cold Phys.save +8 (+2 eff.) Stealth +7 ---------- misc T.Disarm +10 Infravis +3 Size +1 A belt that goes around your waist. |
In off hand | Wrathroot's Barkwood (9 def, 10 armour, 24-34 power, 60 block) Wrathroot's Barkwood (9 def, 10 armour, 24-34 power, 60 block)7.0 T2 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 24.0 - 33.6 Physical Uses 150% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +60 While equipped: ----- def ----- Armour +10 Defense +9 (+5 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
Cloak | Chameruirig the linen cloak (7 def, 4 armour) Chameruirig the linen cloak (7 def, 4 armour)2.0 T1 cloak armor [Rare] Master While equipped: ----- def ----- Armour +4 Defense +7 (+4 eff.) Resists +6% light +9% lightning Phys.save +6 (+2 eff.) HP.reg +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | 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. |
Inventory
regeneration infusion of the wizard (heal 93; 12 cd) regeneration infusion of the wizard (heal 93; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 93 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shielding rune of the warrior (absorb 309; dur 4; cd 18) shielding rune of the warrior (absorb 309; dur 4; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 309 damage for 4 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Bloodcaller Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
The Black Ring The Black Ring0.1 T3 ring jewelry [Unique] Arcane While equipped: ----- def ----- Spell.save +7 (+3 eff.) ---------- misc Masteries +0.20 Corruption/Fearfire ShadowPwr +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
mighty yew longbow of lightning mighty yew longbow of lightning4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Ranged+ +21 lightning While equipped: Stats +5 Str dps ---------- Phys.pwr +11 (+3 eff.) Dmg.mod +17% lightning Longbows are used to shoot arrows at your foes. |
warbringer's dwarven-steel longsword (23-32 power, 4 apr) warbringer's dwarven-steel longsword (23-32 power, 4 apr)3.0 T3 longsword 1H weapon [Ego+] Master Power 23.0 - 32.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +1 Con dps ---------- Phys.pwr +7 (+2 eff.) Res.pen +7% physical ----- def ----- Disarm- +10% Sharp, long, and deadly. |
blooming thorny mindstar of clarity (8-9 power, 24 apr, mind damage) blooming thorny mindstar of clarity (8-9 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature/Psionic Power 8.0 - 8.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) ----- def ----- Mind.save +3 (+1 eff.) Heal.mod +12% Heal/summ +10 ---------- misc Max.psi +10.00 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. |
projecting thorny mindstar (8-9 power, 24 apr, mind damage) projecting thorny mindstar (8-9 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego+] Nature/Psionic Power 8.0 - 8.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Dmg.mod +13% lightning +8% fire +13% cold ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Psionic/Focus +0.10 Psionic/Projection 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 hardened leather sling4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Normal] Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Slings are used to hurl stones or metal shots at your foes. |
cruel yew magestaff of illumination (20-24 power, 4 apr, cold element) cruel yew magestaff of illumination (20-24 power, 4 apr, cold element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Nature/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +11% Crit.mult +13.00% Spell.pwr +9 (+9 eff.) Dmg.mod +20% cold ----- def ----- Defense +7 (+4 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 45.80 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
yew magestaff (20-24 power, 4 apr, cold element) yew magestaff (20-24 power, 4 apr, cold element)5.0 T3 staff 2H weapon Reqs Mag 24 [Normal] Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+9 eff.) Dmg.mod +20% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Skullcleaver (20-28 power, 4 apr) Skullcleaver (20-28 power, 4 apr)3.0 T1 waraxe 1H weapon [Unique] Arcane Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
elemental dwarven-steel waraxe (22-30 power, 4 apr) elemental dwarven-steel waraxe (22-30 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego+] Arcane Power 21.5 - 30.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit: * Create an explosion dealing 15 lightning damage (1/turn) While equipped: dps ---------- Dmg.mod +17% lightning Res.pen +10% lightning One-handed war axes. |
Wind's Whisper (4 def, 0 armour) Wind's Whisper (4 def, 0 armour)2.0 T3 cloak armor [Unique] Arcane While equipped: Stats +3 Dex ----- def ----- Defense +4 (+2 eff.) Proj.evade +25% Proj.slow +20% Silence- +30% Evasion: (Instant) Level 2.0 Pwr.cost 50 out of 50/50. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 19% chance to evade melee and ranged attacks and 9 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
thick cashmere cloak of implacability (2 def, 5 armour) thick cashmere cloak of implacability (2 def, 5 armour)2.0 T3 cloak armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +5 Defense +2 (+1 eff.) Resists +10% cold Phys.save +7 (+2 eff.) Mind.save +6 (+2 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ce'Nilaith the Pyrespike (0 def, 2 armour) Ce'Nilaith the Pyrespike (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +6% fire Res.pen +5% acid +5% cold Acc +14 (+7 eff.) Melee Ret 6 fire On Hit (Melee): * 20% chance to reduce armor by 13% ----- def ----- Armour +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
naturalist's hardened leather gloves of dexterity (+3) (0 def, 2 armour) naturalist's hardened leather gloves of dexterity (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 10 nature Dmg.mod +5% nature Acc +13 (+7 eff.) ----- def ----- Armour +2 Resists +6% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
grounding cashmere wizard hat of corrosion (+15%) (2 def, 0 armour) grounding cashmere wizard hat of corrosion (+15%) (2 def, 0 armour)2.0 T3 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +10% acid ----- def ----- Defense +2 (+1 eff.) Resists +15% acid +7% temporal +5% lightning A pointy cloth hat, very wizardly... |
hardened leather armour (9 def, 6 armour) hardened leather armour (9 def, 6 armour)9.0 T3 light armor [Normal] While equipped: ----- def ----- Armour +6 Defense +9 (+5 eff.) Fatigue +8% A suit of armour made of leather. |
steel plate armour (0 def, 9 armour) steel plate armour (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Normal] While equipped: ----- def ----- Armour +9 Fatigue +22% A suit of armour made of metal plates. |
Coral Spray (8 def, 8 armour, 18-25 power, 48 block) Coral Spray (8 def, 8 armour, 18-25 power, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
62 alchemist agate 62 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. |
onyx 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. |
10 aquamarine 10 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. |
6 opal 6 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. |
topaz topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Rungof's Fang Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
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. |
spinel 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. |
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 dwarven-steel shots of amnesia (19/19, 40-48 power, 3 apr) deadly pouch of dwarven-steel shots of amnesia (19/19, 40-48 power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Ego+] Master/Psionic Power 40.0 - 48.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 19 On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Shots are used with slings to pummel your foes to death. |
pouch of dwarven-steel shots of crippling (17/17, 30-36 power, 3 apr) pouch of dwarven-steel shots of crippling (17/17, 30-36 power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Ego+] Master Power 30.0 - 36.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +13.0% Capacity 17 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
ametrine 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. |
Achievements
By Cumbucket13 the Dwarf Bulwark level 19
10th Loss 122nd year of Ascendancy at 23:55 see stats
By Cumbucket13 the Dwarf Bulwark level 22
27th Steel 123rd year of Ascendancy at 09:06 see stats
By Cumbucket13 the Dwarf Bulwark level 10
4th Profit 122nd year of Ascendancy at 21:34 see stats
By Cumbucket13 the Dwarf Bulwark level 20
12nd Loss 122nd year of Ascendancy at 05:22 see stats
By Cumbucket13 the Dwarf Bulwark level 21
26th Steel 123rd year of Ascendancy at 06:53 see stats
By Cumbucket13 the Dwarf Bulwark level 5
18th Voratun 122nd year of Ascendancy at 01:51 see stats
By Cumbucket13 the Dwarf Bulwark level 20
12nd Loss 122nd year of Ascendancy at 21:33 see stats
By Cumbucket13 the Dwarf Bulwark level 17
25th Wealth 122nd year of Ascendancy at 16:48 see stats
Log
Bleeding from Betolle the skeleton warrior hits Cumbucket13 for 37 physical damage.
Burning from Betolle the skeleton warrior hits Cumbucket13 for 15 fire damage.
Betolle the skeleton warrior performs a melee critical strike against Cumbucket13!
Cumbucket13 is recovering from the damage!
Cumbucket13 shrugs off the effect 'Brainlocked'!
Melee retaliation hits Betolle the skeleton warrior for 2 darkness, 0 darkness, 2 darkness, 2 darkness (6 total damage).
Tempest of Metal hits Cumbucket13 for 52 physical, 5 lightning, 15 fire, 32 physical, 7 nature, 5 lightning, 15 fire (132 total damage).
Betolle the skeleton warrior hits Cumbucket13 for 131 physical, 5 lightning, 15 fire, 10 lightning, 56 physical, 7 nature, 5 lightning, 15 fire (244 total damage).
Cumbucket13 misses Betolle the skeleton warrior.
Bleeding from Betolle the skeleton warrior hits Cumbucket13 for 52 physical damage.
Burning from Betolle the skeleton warrior hits Cumbucket13 for 30 fire damage.
Cumbucket13 instinctively hardens his skin and ignores the attack!
Cumbucket13 repels an attack from Tempest of Metal.
Cumbucket13 instinctively hardens his skin and ignores the attack!
Cumbucket13 repels an attack from Betolle the skeleton warrior.
Melee retaliation hits Betolle the skeleton warrior for 2 darkness, 2 darkness (4 total damage).
Tempest of Metal hits Cumbucket13 for 51 physical, 5 lightning, 15 fire (71 total damage).
Betolle the skeleton warrior hits Cumbucket13 for 69 physical, 5 lightning, 15 fire, 10 lightning (99 total damage).
Cumbucket13 uses Infusion: Regeneration.
Cumbucket13 starts regenerating health quickly.
Talent Shield Pummel is ready to use.
Bleeding from Betolle the skeleton warrior hits Cumbucket13 for 47 physical damage.
Burning from Betolle the skeleton warrior hits Cumbucket13 for 30 fire damage.
Betolle the skeleton warrior performs a melee critical strike against Cumbucket13!
Melee retaliation hits Betolle the skeleton warrior for 2 darkness, 2 darkness, 2 darkness, 2 darkness (8 total damage).
Tempest of Metal hits Cumbucket13 for 72 physical, 5 lightning, 15 fire, 53 physical (145 total damage).
Betolle the skeleton warrior hits Cumbucket13 for 119 physical, 5 lightning, 15 fire (139 total damage).
Cumbucket13 the level 23 dwarf bulwark was hacked apart to death by Betolle the skeleton warrior on level 5 of Dreadfell.