










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.6Donators/Buyers bonus! Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
|
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Halfling |
Class | Rogue |
Level / Exp | 22 / 78% |
Size | small |
Lifes / Deaths | Killed by Isylralle the golem at level 22 on the 71st Haze 124th year of Ascendancy at 06:50 / 1 |
Primary Stats
Strength | 19 (base 13) |
Dexterity | 72 (base 44) |
Constitution | 21 (base 10) |
Magic | 16 (base 10) |
Willpower | 19 (base 10) |
Cunning | 69 (base 51) |
Resources
Life | -8/695 |
Stamina | 105/186 |
Healing Factor | 1.194804467222 |
Regeneration | 4.4805167520825 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 42.975641342752 |
See Invisible | 42.975641342752 |
Offense: Mainhand
Damage | 17 |
Accuracy | 48 |
Crit Chance | 27% |
APR | 21 |
Speed | 1.00 |
Offense: Offhand
Damage | 37 |
Accuracy | 48 |
Crit Chance | 34% |
APR | 39 |
Speed | 1.00 |
Offense: Spell
Spellpower | 8 |
Crit Chance | 20% |
Speed | 1 |
Offense: Mind
Mindpower | 30 |
Crit Chance | 20% |
Speed | 1 |
Offense: Damage Bonus
Physical | +25% |
All | 0% |
Nature | +36% |
Offense: Damage Penetration
Mind | +10% |
Light | +25% |
All | 0% |
Defense: Base
Armour (hardiness) | 28 (57.155997060385%) |
Defense | 65 |
Ranged Defense | 65 |
Fatigue | 0 |
Physical Save | 25 |
Spell Save | 27 |
Mental Save | 45 |
Defense: Resistances
Lightning | + 7%( 70%) |
Mind | + 19%( 70%) |
Cold | + 7%( 70%) |
Blight | + 11%( 70%) |
Physical | + 16%( 70%) |
Fire | + 13%( 70%) |
All | + 4%( 70%) |
Defense: Immunities
Knockback Resistance | 40% |
Stun Resistance | 20% |
Instadeath Resistance | 100% |
Confusion Resistance | 20% |
Inscriptions (4/4)
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 634% 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 Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 30% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random mental effect and reduce all damage taken by 30% 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: HeroismUse mode: Activated Range: melee/personal Cooldown: 28 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 6 turns. While Heroism is active, you will only die when reaching -589 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 1178 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
Class Talents
Cunning / Stealth | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Technique / Duelist | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 5/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
beneficial effect | The target's critical strike damage bonus is increased by 29%. Shadowstrike |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed length of troll intestine. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed green worm. * You've found the needed black mamba head. 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 warg claw. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * '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.' Ungrol 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 vial of elder vampire blood. * '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 chunk of ghoul flesh. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
Equipment
On feet | ![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats Mag +1 offense ------ Damage +18% nature defense ------ Armor +1 Fatigue -5% Resistance +3% lightning Crit Resistance 5.00% Physical save +5 (+3 eff.) other ------- Encumbrance +21 A pair of boots made of leather. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Arcane While equipped: offense ------ When Hit 10 fire defense ------ Defense +10 (+3 eff.) Resistance +3% cold, +9% fire Mind save +6 (+2 eff.) Life +40.00 Stun Resist +20% other ------- 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 Encumbrance T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats Str +5, Wil +4, Con +5 offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+6 eff.) Spell save +12 (+6 eff.) Mind save +12 (+4 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
On hands | ![]() 1.0 Encumbrance T2 hands armor [Ego++] Disrupt/Master While equipped: offense ------ Physical Power +6 (+3 eff.) Accuracy +7 (+2 eff.) Ignore Armor +7 defense ------ Armor +6 Resistance +7% blight Spell save +10 (+5 eff.) Mind save +8 (+3 eff.) Life +48.00 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. |
Tool | ![]() 2.0 Encumbrance T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 182 Puts all charms on 13 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats Wil +3 offense ------ Damage +12% physical defense ------ Resistance +12% physical Mind save +6 (+2 eff.) Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: Stats Cun +2 offense ------ Accuracy +10 (+3 eff.) Ignore Armor +8 defense ------ Defense +12 (+3 eff.) Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.6 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 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 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats Cun +4 defense ------ Resistance +10% mind Confus Resist +20% Amulets make your neck look great! |
In main hand | ![]() 3.0 Encumbrance T1 longsword 1H weapon [Rare] Psionic Weapon Damage 11.0 - 15.4 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On-hit +6 mind, +14 item expose On Hit: * 14% chance to reduce all saves and defense by 20 While equipped: Stats Cun +2, Wil +2 offense ------ Damage +18% nature Ignore resists +25% light, +10% mind When Hit 4 light defense ------ Resistance +6% mind Sharp, long, and deadly. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | ![]() 1.0 Encumbrance T3 dagger 1H weapon [Unique] Nature Weapon Damage 15.0 - 19.5 Physical Uses 100% Dex, 0% Cun Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +10.0% Attack Speed 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats Dex +20 defense ------ Slow Projectiles +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats Str +4 offense ------ Physical Crit +1.0% Physical Power +15 (+7 eff.) Damage +3% physical defense ------ Defense +1 (+0 eff.) Life +33.00 other ------- Stamina/turn +1.00 Max hate +6.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 Encumbrance T3 light armor [Ego++] Nature/Psionic While equipped: Stats Cun +2 defense ------ Armor +11 Defense +15 (+4 eff.) Fatigue +8% Mind save +13 (+4 eff.) Life +37.00 Life Regen +3.50 Healmod +10% A suit of armour made of leather. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 328 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 16% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 29% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 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 21% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 blight, 4 fire, 4 physical, 5 temporal Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 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 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 24 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Disrupt While equipped: Stats Wil +4 offense ------ Damage +6% nature, +6% mind Ignore resists +20% light defense ------ Resistance +16% blight, +15% nature +6% light Poison Resist +24% Disease Resist +28% other ------- EQ when Hit +0.12 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego+] Arcane While equipped: Stats Mag +2 offense ------ Spellpower/crit +2 other ------- Mana/turn +0.11 Max mana +20.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats Str +2 defense ------ Resistance +10% lightning Stun Resist +25% Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego+] Master While equipped: defense ------ Physical save +11 (+6 eff.) Spell save +12 (+6 eff.) Mind save +13 (+4 eff.) Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats Con +5 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats Str +3 defense ------ Armor +8 Resistance +9% blight, +3% temporal +12% lightning Crit Resistance 5.00% Blind Resist +20% Knockbk Resist +10% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: Stats Dex +3 offense ------ Accuracy +6 (+2 eff.) defense ------ Life Regen +2.00 Stun Resist +21% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Nature/Master While equipped: defense ------ Resistance +6% nature, +7% blight Life Regen +1.00 Poison Resist +10% Disease Resist +13% Stun Resist +28% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats Str +3 offense ------ Damage +11% fire defense ------ Armor +6 Resistance +22% fire Rings make your fingers look great! |
![]() 3.0 Encumbrance T3 mace 1H weapon Reqs Str 24 [Rare] Disrupt Weapon Damage 29.0 - 40.6 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% While equipped: Stats Str +3, Mag +4, Con +3 defense ------ Resistance +9% acid, +3% darkness +10% lightning, +8% fire +9% cold, +5% all Spell save +5 (+3 eff.) Blunt and deadly. |
![]() 3.0 Encumbrance T1 mindstar 1H weapon [Rare] Nature Weapon Damage 2.0 - 2.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +7 (+3 eff.) Ignore resists +10% nature When Hit 2 nature defense ------ Resistance +9% lightning, +12% fire Healmod +12% Heal-on-summon +13 other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T3 mindstar 1H weapon Reqs Wil 24 [Rare] Nature Weapon Damage 8.0 - 8.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: Stats Str +3, Con +1 offense ------ Mind Crit +3% Mindpower +6 (+3 eff.) Accuracy +15 (+5 eff.) Ignore Armor +3 defense ------ Physical save +6 (+3 eff.) Healmod +14% Heal-on-summon +25 other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 4.0 - 4.4 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: Stats Wil +3 offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) Damage +5% nature defense ------ Resistance +3% blight Spell save +3 (+2 eff.) Disease Resist +11% other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T3 mindstar 1H weapon Reqs Wil 24 [Rare] Nature Weapon Damage 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Critical power +20.00% Physical Power +30 (+13 eff.) Mindpower +6 (+3 eff.) Damage +3% physical Accuracy +10 (+3 eff.) defense ------ Healmod +13% Heal-on-summon +19 other ------- 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. |
![]() 5.0 Encumbrance T2 staff 2H weapon [Random Unique] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats Dex +4, Mag +6, Wil +5 offense ------ Spell Crit +2% Spellpower +17 (+5 eff.) Damage +20% lightning, +9% fire Accuracy +10 (+3 eff.) defense ------ Resistance +5% arcane other ------- Max mana +75.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 24 [Rare] Nature Weapon Damage 22.0 - 30.8 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-hit +4 cold On-Hit, radius 1 +4 cold On-crit, radius 2 +12 acid While equipped: Stats Con +8, Wil +7 offense ------ Ignore resists +15% acid On-Hit (Melee): * 20% chance to reduce armor by 13% defense ------ Life +18.00 other ------- Light +2 One-handed war axes. |
![]() 3.0 Encumbrance T2 waraxe 1H weapon [Ego++] Arcane/Psionic Weapon Damage 14.0 - 19.6 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +8 blight +5 item blight disease On Hit: 20% Epidemic level 2 On Hit: * 5% chance to reduce strength, dexterity, and constitution by 5 * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: defense ------ Disease Resist +10% One-handed war axes. |
![]() 3.0 Encumbrance T2 waraxe 1H weapon [Ego+] Master Weapon Damage 15.0 - 21.0 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% While equipped: offense ------ Ignore resists +6% physical Accuracy +5 (+2 eff.) Ignore Armor +7 One-handed war axes. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: Stats Str +1, Mag +1 offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) On-Hit (Melee): * 20% chance to reduce armor by 13% defense ------ Crit Resistance 5.00% Physical save +6 (+3 eff.) other ------- Light +3 A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats Str +2, Dex +3, Wil +4 defense ------ Armor +6 Defense +1 (+0 eff.) Resistance +3% darkness, +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T2 cloth armor [Ego++] Arcane/Psionic While equipped: offense ------ Spellpower +11 (+4 eff.) Damage +7% all defense ------ Resistance +12% darkness, +11% mind +9% all Physical save +10 (+5 eff.) Spell save +12 (+6 eff.) Mind save +23 (+8 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Ego+] Nature While equipped: Stats Con +2 offense ------ Damage +11% nature defense ------ Resistance +15% all Poison Resist +20% Disease Resist +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats Con +1 offense ------ Ignore Armor +3 defense ------ Armor +1 Defense +15 (+4 eff.) Resistance +15% fire, +6% mind +6% cold other ------- Max stamina +10.00 A pair of boots made of leather. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats Mag +2 offense ------ Spell Crit +4% Spellpower/crit +4 On-Hit (Melee): * 10% chance to slow global speed by 46% defense ------ Armor +3 Fatigue +2% Silence Resist +22% Confus Resist +23% Stun Resist +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats Str +5 defense ------ Armor +1 Resistance +18% lightning Crit Resistance 15.00% other ------- Stamina/turn +0.30 Max stamina +16.00 Max hate +6.00 A pair of boots made of leather. |
![]() 1.0 Encumbrance T2 hands armor [Rare] Psionic While equipped: offense ------ Damage +6% acid, +6% darkness Ignore resists +10% mind, +15% acid Accuracy +6 (+2 eff.) defense ------ Armor +2 Resistance +12% acid, +3% darkness Physical save +6 (+3 eff.) Mind save +5 (+2 eff.) Disarm Resist +29% 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. |
![]() 1.0 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats Str +3 offense ------ Physical Power +10 (+5 eff.) On-Hit 8 nature Damage +4% nature defense ------ Armor +2 Resistance +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. |
![]() 1.5 Encumbrance T2 hands armor [Ego] Master/Psionic While equipped: Stats Dex +3 offense ------ Accuracy +11 (+4 eff.) defense ------ Armor +2 Fatigue +3% Life Regen +3.00 other ------- Stamina/turn +0.50 Max stamina +18.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 Encumbrance T2 hands armor [Ego+] Disrupt/Master While equipped: Stats Str +3 offense ------ Physical Power +11 (+5 eff.) When Hit: * 18 arcane resource burn defense ------ Armor +2 Spell save +13 (+7 eff.) 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. |
![]() 1.5 Encumbrance T1 hands armor [Ego] Arcane/Psionic While equipped: Stats Mag +3 offense ------ Damage +3% arcane Accuracy +5 (+2 eff.) defense ------ Armor +1 Fatigue +1% Physical save +6 (+3 eff.) Mind save +5 (+2 eff.) Disarm Resist +21% 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. |
![]() 2.0 Encumbrance T1 head armor [Ego] Arcane While equipped: Stats Mag +3 defense ------ Defense +1 (+0 eff.) Spell save +5 (+3 eff.) A pointy cloth hat, very wizardly... |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats Str +1, Dex +1, Mag +1 Wil +1, Cun +1, Con +1 Item imbue powers: Stats Str +1, Dex +1, Mag +1 Wil +1, Cun +1, Con +1 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 Encumbrance T3 black gem [Normal] While equipped: Stats Str +3, Dex +3, Mag +3 Wil +3, Cun +3, Con +3 Item imbue powers: Stats Str +3, Dex +3, Mag +3 Wil +3, Cun +3, Con +3 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats Str +2, Dex +2, Mag +2 Wil +2, Cun +2, Con +2 Item imbue powers: Stats Str +2, Dex +2, Mag +2 Wil +2, Cun +2, Con +2 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 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. |
![]() 3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats Str +3, Con +1 offense ------ Critical power +5.00% Spellpower/crit +6 defense ------ Armor +2 Fatigue -5% other ------- Stamina/turn +3.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats Mag +5 Damage +20% arcane, +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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 Encumbrance 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. |
![]() 2.0 Encumbrance T3 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 10 spaces and dealing 319 physical damage Puts all charms on 13 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 100 mind damage and silencing them for 4 turns Puts all charms on 13 turn cooldown 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: offense ------ Damage +9% nature Ignore resists +15% nature defense ------ Spell save +15 (+8 eff.) Mind save +12 (+4 eff.) Harden the skin for 7 turns increasing armour by 43 and armour hardiness by 50% Puts all charms on 17 turn cooldown 100% to increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T3 wand charm [Ego] Arcane Create a shield absorbing up to 230 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 turn cooldown 100% to increase all damage penetration by 13% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By timmo type shi the Halfling Rogue level 7
48th Haze 122nd year of Ascendancy at 11:06 see stats
By timmo type shi the Halfling Rogue level 19
8th Haze 124th year of Ascendancy at 03:28 see stats
By timmo type shi the Halfling Rogue level 22
48th Haze 124th year of Ascendancy at 15:28 see stats
By timmo type shi the Halfling Rogue level 10
44th Dusk 123rd year of Ascendancy at 01:26 see stats
By timmo type shi the Halfling Rogue level 20
8th Haze 124th year of Ascendancy at 19:28 see stats
By timmo type shi the Halfling Rogue level 17
61st Dusk 124th year of Ascendancy at 18:53 see stats
By timmo type shi the Halfling Rogue level 22
47th Haze 124th year of Ascendancy at 08:23 see stats
By timmo type shi the Halfling Rogue level 10
47th Dusk 123rd year of Ascendancy at 23:33 see stats
By timmo type shi the Halfling Rogue level 6
2nd Mirth 122nd year of Ascendancy at 00:22 see stats
By timmo type shi the Halfling Rogue level 18
78th Dusk 124th year of Ascendancy at 10:30 see stats
By timmo type shi the Halfling Rogue level 18
72nd Dusk 124th year of Ascendancy at 12:53 see stats
Log
Isylralle the golem channels a cone of darkness energy through his yew magestaff!
Isylralle the golem hits timmo type shi for 74 darkness damage.
Talent Infusion: Movement is ready to use.
Impending Doom from Isylralle the golem hits timmo type shi for 32 cold, 39 darkness (71 total damage).
Timmo type shi uses Luck of the Little Folk.
Timmo type shi seems more aware.
Timmo type shi uses Infusion: Movement.
Timmo type shi is moving at extreme speed!
Timmo type shi uses Infusion: Wild.
Timmo type shi rearms.
Timmo type shi is cured!
Timmo type shi lessens the pain.
Timmo type shi slows down.
A piece of the soul of timmo type shi is torn apart by Impending Doom!
Impending Doom from Isylralle the golem hits timmo type shi for 23 cold, 27 darkness (50 total damage).
timmo type shi reacts to damage from Something, mitigating the blow!.
Ran for 2 turns (stop reason: taken damage).
Something hits timmo type shi for (42 reacted , -4 stam), 128 darkness (128 total damage).
Impending Doom from Isylralle the golem hits timmo type shi for 23 cold, 27 darkness (50 total damage).
Ran for 2 turns (stop reason: taken damage).
Impending Doom from Isylralle the golem hits timmo type shi for 23 cold, 27 darkness (50 total damage).
Ran for 2 turns (stop reason: taken damage).
A piece of the soul of timmo type shi is torn apart by Impending Doom!
Timmo type shi is no longer evading attacks.
Impending Doom from Isylralle the golem hits timmo type shi for 23 cold damage.
timmo type shi the level 22 halfling rogue was chilled to death by Isylralle the golem on level 1 of Golem Graveyard.