










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!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!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 | Insane Roguelike |
| Sex | Male |
| Race | Krog |
| Class | Mindslayer |
| Level / Exp | 13 / 51% |
| Size | big |
| Lifes / Deaths | no deaths recorded / 0 |
| Antimagic | Follower |
Primary Stats
| Strength | 20 (base 11) |
| Dexterity | 12 (base 10) |
| Constitution | 19 (base 10) |
| Magic | 9 (base 10) |
| Willpower | 42 (base 33) |
| Cunning | 40 (base 34) |
Resources
| Life | 315/315 |
| Psi | 52/82 |
| Healing Factor | 1.1991723257556 |
| Regeneration | 2.6981377329501 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +22.783646509902% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 46 |
| Accuracy | 37 |
| Crit Chance | 9% |
| APR | 8 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 4.5 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 41 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +3% |
| Acid | +11% |
| Lightning | +12% |
| Mind | +3% |
| Nature | +11% |
Offense: Damage Penetration
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 7 (35.65183292883%) |
| Defense | 39 |
| Ranged Defense | 39 |
| Fatigue | 0 |
| Physical Save | 21 |
| Spell Save | 27 |
| Mental Save | 25 |
Defense: Resistances
| Acid | + 21%( 70%) |
| Blight | + 25%( 70%) |
| Arcane | + 11%( 70%) |
| Cold | + 24%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 40%( 70%) |
| Light | + 18%( 70%) |
| Temporal | + 12%( 70%) |
| Physical | + 20%( 70%) |
| Fire | + 29%( 70%) |
| Nature | + 27%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 20% |
| Knockback Resistance | 0% |
| Confusion Resistance | 10% |
| Stun Resistance | 45% |
| Pinning Resistance | 10% |
| Poison Resistance | 10% |
| Blind Resistance | 10% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 444% 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. |
Class Talents
| Psionic / Absorption | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Psionic / Augmented striking | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Voracity | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Psionic / Focus | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Projection | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Psi-fighting | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Augmented mobility | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Kinetic Aura |
| talent | Thermal Aura |
| talent | Thermal Shield |
| talent | Beyond the Flesh |
| talent | Skate |
| talent | Kinetic Shield |
Quests
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 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
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 precision. He has given you some notes on the ingredients: * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * '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.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one orc heart. If you can fetch me a still-beating orc heart, that would be even better. But you don't look like a master necromancer to me.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' | 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 |
Equipment
| Psionic focus | Bill's Tree Trunk (144% power, 7 apr)5.0 T1 greatmaul 1H weapon Reqs Str 25 [Unique] Master Power 144% Range: 1.7x Uses 110% Wil Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 10 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 36% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
| Light source | Polera the Glaretooth2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Defense +20 (+7 eff.) Resists +3% light +1% physical Phys.save +7 (+4 eff.) HP.reg +2.00 Heal.mod +12% Disease- +10% Stun/Frz- +10% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | linen wizard hat 'Emelyna' (11 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% nature ----- def ----- Defense +11 (+4 eff.) Resists +16% nature +5% arcane Disarm- +20% Pinning- +10% A pointy cloth hat, very wizardly... |
| On feet | pair of rough leather boots 'Gloompride' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Dmg.mod +3% darkness On Hit (Melee): * 10% chance to slow global speed by 53% ----- def ----- Armour +1 Resists +9% blight +6% lightning Mind.save +3 (+2 eff.) Rush: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
| Tool | piercing elm totem of healing [power 110] (15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 cooldown 100% to increase all damage penetration by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | copper ring 'Mayomina'0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +2 Wil dps ---------- Mind.pwr +20 (+7 eff.) Dmg.mod +12% lightning +3% mind ----- def ----- Resists +24% lightning Spell.save +3 (+1 eff.) ---------- misc Hate/m.crit +1.00 Max.hate +6.00 Rings make your fingers look great! |
| On fingers | Ce'Nelle the Hailreaper0.1 T1 ring jewelry [Rare] Nature While equipped: ----- def ----- Resists +6% blight +3% fire +6% nature +9% cold Poison- +10% Disease- +12% Confus- +10% Rings make your fingers look great! |
| Around neck | insulating copper amulet of cunning (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +12% fire +10% cold Amulets make your neck look great! |
| In main hand | iron greatmaul 'Cobrawarden' (130% power, 1 apr)5.0 T1 greatmaul 2H weapon [Rare] Nature Power 130% Range: 1.5x Uses 101% Wil Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Melee+ +15 nature While equipped: Stats +1 Str +2 Con Massive two-handed mauls. |
| On hands | iron gauntlets of butchering (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego+] Disrupt While equipped: dps ---------- Phys.pwr +5 (+3 eff.) Acc +5 (+3 eff.) Apr +7 ----- def ----- Armour +1 Fatigue +1% Resists +5% blight Spell.save +8 (+4 eff.) 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. |
| Around waist | Stokegrit1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Defense +5 (+2 eff.) Resists +6% lightning +6% temporal +9% light +9% fire Phys.save +3 (+2 eff.) Spell.save +6 (+3 eff.) Blind- +10% A belt that goes around your waist. |
| Cloak | Arinne (6 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +3 Dex +1 Mag +2 Cun +2 Con ----- def ----- Defense +6 (+2 eff.) ---------- misc Max.stam +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | linen robe 'Morbusraider' (0 def, 0 armour)2.0 T1 cloth armor [Rare] Nature While equipped: Stats +1 Cun dps ---------- Mind.crit +3% Dmg.mod +11% acid Res.pen +5% nature ----- def ----- Resists +16% acid +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion of the duelist (heal 70; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 70 then cleanse 1 wound, poison, and disease effect. 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. |
regeneration infusion of the warrior (heal 319; 14 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 319 life over 5 turns. 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. |
wild infusion of the duelist (res 18%; magical; dur 2; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous 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 18% 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. |
shatter afflictions rune of the psychic (absorb 62; cd 12)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 62 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 227; dur 4; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 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 227 damage for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
warrior's steel ring of perseverance0.1 T2 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 HP.reg +1.00 Stun/Frz- +20% Rings make your fingers look great! |
Dagofast (147% power, 2 apr)3.0 T2 battleaxe 2H weapon [Random Unique] Arcane/Master Power 147% Range: 1.5x Uses 101% Wil Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: Stats +3 Cun dps ---------- Phys.crit +9.0% Mind.crit +1% Melee Ret 2 mind ---------- misc Psi/ret +0.04 Massive two-handed battleaxes. |
iron battleaxe 'Puswrecker' (121% power, 1 apr)3.0 T1 battleaxe 2H weapon [Rare] Psionic Power 121% Range: 1.5x Uses 101% Wil Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Melee+ +9 darkness +4 cold Against +10% Living While equipped: ----- def ----- Resists +3% blight +6% cold +6% nature +6% temporal Massive two-handed battleaxes. |
steel battleaxe 'Growthhash' (140% power, 2 apr)3.0 T2 battleaxe 2H weapon [Random Unique] Arcane/Master Power 140% Range: 1.5x Uses 101% Wil Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +10 blight On Hit.r1 +10 fire On Hit: 20% Epidemic 2 On Hit: * 10% chance to reduce strength, dexterity, and constitution by 5 While equipped: dps ---------- Dmg.mod +6% nature Res.pen +15% nature ----- def ----- Resists +3% temporal Disease- +19% Massive two-handed battleaxes. |
balanced iron dagger (112% power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Master Power 112% Range: 1.3x Uses 42% Wil, 42% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Acc +5 (+3 eff.) ----- def ----- Defense +6 (+2 eff.) Disarm- +21% Sharp, short and deadly. |
steel dagger of massacre (127% power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego] Master Power 127% Range: 1.3x Uses 42% Wil, 42% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Sharp, short and deadly. |
balanced steel greatsword of phasing (141% power, 12 apr)3.0 T2 greatsword 2H weapon [Ego] Arcane/Master Power 141% Range: 1.6x Uses 101% Wil Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +3.0% Atk.spd 100% Phasing +14% While equipped: dps ---------- Acc +10 (+5 eff.) ----- def ----- Defense +9 (+3 eff.) Disarm- +37% Massive two-handed swords. |
iron greatsword (125% power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 125% Range: 1.6x Uses 101% Wil Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
warbringer's iron greatsword (121% power, 1 apr)3.0 T1 greatsword 2H weapon [Ego+] Master Power 121% Range: 1.6x Uses 101% Wil Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Phys.pwr +9 (+4 eff.) Res.pen +9% physical ----- def ----- Disarm- +15% Massive two-handed swords. |
Surefire4.0 T1 longbow 2H weapon Reqs Dex 18 Shoot [Unique] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 105% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+6 eff.) This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
mighty ash longbow of lightning4.0 T2 longbow 2H weapon Reqs Dex 16 Shoot [Ego] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +8 lightning While equipped: Stats +2 Str dps ---------- Phys.pwr +8 (+4 eff.) Dmg.mod +12% lightning Longbows are used to shoot arrows at your foes. |
mighty elm longbow of cold4.0 T1 longbow 2H weapon Reqs Shoot [Ego] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 Ranged+ +9 cold While equipped: Stats +3 Str dps ---------- Phys.pwr +9 (+4 eff.) Dmg.mod +14% cold Longbows are used to shoot arrows at your foes. |
steel longsword of massacre (133% power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Master Power 133% Range: 1.4x Uses 84% Wil Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Sharp, long, and deadly. |
thought-forged iron longsword (114% power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Psionic Power 114% Range: 1.4x Uses 84% Wil Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +6 mind On Hit: * 10% chance to reduce all saves and defense by 26 While equipped: Stats +1 Cun +2 Wil Sharp, long, and deadly. |
thought-forged steel longsword of erosion (118% power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Nature/Psionic Power 118% Range: 1.4x Uses 84% Wil Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +10 mind +8 nature On Hit: * 13% chance to reduce all saves and defense by 26 While equipped: Stats +2 Cun +2 Wil Sharp, long, and deadly. |
Kinetic Focus (88% power, 18 apr, physical damage)3.0 T2 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 88% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Physical Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +10% physical Res.pen +6% physical ----- def ----- Resists +10% physical Phys.save +6 (+3 eff.) ---------- misc Psi/m.crit +1.00 Talents +1 Psionic Maelstrom Masteries +0.10 Psionic/Kinetic mastery Kinetic energies are focussed in the core of this mindstar. |
greater ash magestaff (122% power, 3 apr, fire element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego+] Arcane Power 122% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +9 (+4 eff.) Dmg.mod +15% lightning +15% cold +15% arcane +15% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent elm magestaff of fate (118% power, 2 apr, arcane element)5.0 T1 staff 2H weapon Reqs Mag 11 [Ego] Arcane Power 118% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +6 (+3 eff.) Dmg.mod +13% arcane ----- def ----- Phys.save +5 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +5 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent elm vilestaff of power (118% power, 2 apr, blight element)5.0 T1 staff 2H weapon Reqs Mag 11 [Ego] Arcane Power 118% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +10 (+5 eff.) Dmg.mod +13% blight ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Gleamgash1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Melee Ret 4 mind ----- def ----- Defense +9 (+3 eff.) Resists +3% fire Spell.save +3 (+1 eff.) Mind.save +6 (+3 eff.) Stealth +6 Silence- +20% A belt that goes around your waist. |
Lustrebrace the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Res.pen +15% light On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +9% cold +6% fire HP.reg +0.80 Heal.mod +12% A belt that goes around your waist. |
Yarogorn the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Wil +5 Con dps ---------- Phys.pwr +3 (+2 eff.) Dmg.mod +6% mind ----- def ----- Spell.save +6 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
insulating rough leather belt1.0 T1 belt armor [Ego] Master While equipped: ----- def ----- Resists +6% fire +6% cold A belt that goes around your waist. |
insulating rough leather belt1.0 T1 belt armor [Ego] Master While equipped: ----- def ----- Resists +5% fire +6% cold A belt that goes around your waist. |
rough leather belt1.0 T1 belt armor [Normal] A belt that goes around your waist. |
focusing linen robe of darkness (+18%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Arcane/Psionic While equipped: Stats +4 Mag +5 Wil dps ---------- Dmg.mod +12% darkness ----- def ----- Resists +18% darkness +7% all ---------- misc Mana/turn +0.12 Psi/turn +0.13 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Blindmoon the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun +2 Wil ----- def ----- Armour +3 Fatigue +2% Resists +15% lightning +3% darkness +3% acid Phys.save +6 (+3 eff.) Spell.save +15 (+7 eff.) Mind.save +6 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Eilinulrata the pair of iron boots (0 def, 5 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Str +1 Mag +2 Cun dps ---------- Mind.crit +4% ----- def ----- Armour +5 Fatigue +2% Crit.chn- 10.00% ---------- misc Psi/ret +0.04 Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
insulating pair of rough leather boots of speed (0 def, 1 armour)2.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +1 Resists +5% fire +5% cold A pair of boots made of leather. |
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 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 50.47 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. |
rough leather gloves of dexterity (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +10 (+5 eff.) ----- def ----- Armour +1 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. |
storm rough leather gloves of dexterity (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Melee+ 5 lightning Dmg.mod +4% lightning Acc +11 (+6 eff.) ----- def ----- Armour +1 Resists +6% lightning 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. |
Festerprophet (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% nature +3% darkness Res.pen +10% nature Melee Ret 2 nature 10 darkness On Hit (Melee): * 10% chance to reduce armor by 9% ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +6% temporal +3% acid A cap made of leather. |
linen wizard hat 'Erelulatharand' (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: ----- def ----- Defense +1 (+0 eff.) Resists +5% lightning +6% temporal +6% nature +1% physical A pointy cloth hat, very wizardly... |
cleansing steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Disrupt While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +10% nature +10% blight A suit of armour made of mail. |
iron mail armour 'Mothad' (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +5 Str +2 Wil +1 Con dps ---------- Crit.mult +10.00% ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Max.HP +20.00 ---------- misc Light +2 A suit of armour made of mail. |
rejuvenating iron mail armour of implacability (2 def, 9 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: ----- def ----- Armour +9 Defense +2 (+1 eff.) Fatigue +7% Phys.save +6 (+3 eff.) HP.reg +2.50 ---------- misc Stam/turn +0.60 A suit of armour made of mail. |
Flamewhisper (13 def, 7 armour)9.0 T2 light armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +1 Cun dps ---------- Dmg.mod +9% fire Melee Ret 6 fire ----- def ----- Armour +7 Defense +13 (+4 eff.) Fatigue +7% Resists +5% arcane +15% fire Spell.save +12 (+6 eff.) Mind.save +10 (+5 eff.) Stun/Frz- +10% A suit of armour made of leather. |
cured leather armour of fire resistance (6 def, 4 armour)9.0 T2 light armor [Ego] Master While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +19% fire A suit of armour made of leather. |
rough leather armour of acid resistance (3 def, 2 armour)9.0 T1 light armor [Ego] Master While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +16% acid A suit of armour made of leather. |
troll-hide cured leather armour (6 def, 4 armour)9.0 T2 light armor [Ego+] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Max.HP +30.00 HP.reg +3.00 Heal.mod +11% A suit of armour made of leather. |
reinforced steel shield of cold resistance (+15%) (0 def, 5 armour, 68.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +5 Fatigue +8% Resists +15% cold ---------- misc Talents +1 Block Handheld deflection devices. |
arcing quiver of ash arrows (18/18, 132% power, 7 apr)3.0 T2 arrow ammo Reqs Dex 16 [Ego] Arcane Power 132% Range: 1.4x Uses 42% Wil, 59% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 18 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Arrows are used with bows to pierce your foes to death. |
flaming quiver of elm arrows of crippling (18/18, 116% power, 5 apr)3.0 T1 arrow ammo [Ego+] Arcane/Master Power 116% Range: 1.4x Uses 42% Wil, 59% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +10.0% Capacity 18 On Hit.r1 +11 fire On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
3 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
46 alchemist 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. |
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. |
Silabretha the iron pickaxe (dig speed 18 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +5 Str ----- def ----- Defense +5 (+2 eff.) Resists +1% physical +5% arcane +3% light Max.HP +21.00 ---------- misc Max.stam +16.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Thunderdredge (dig speed 37 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Spell.crit +1% Spell.pwr +5 (+2 eff.) S.pwr/crit +4 Dmg.mod +6% nature Res.pen +5% arcane ----- def ----- Resists +11% nature +12% lightning While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Shiversun' (dig speed 36 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Mind.crit +1% Mind.pwr +20 (+7 eff.) Dmg.mod +6% nature +3% mind Res.pen +5% mind Melee Ret 6 cold ----- def ----- Resists +11% nature Mind.save +3 (+2 eff.) ---------- misc Max.psi +10.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 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. |
Singezephyr1.0 T3 lite [Random Unique] Nature/Master While equipped: dps ---------- Res.pen +5% arcane +5% fire ----- def ----- Resists +6% fire Max.HP +43.00 ---------- misc Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +42.00 ---------- 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. |
scorching brass lantern of focus2.0 T1 lite [Ego] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +6% mind Melee Ret 11 fire ----- def ----- Resists +6% fire ---------- 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. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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 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. |
2 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. |
4 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. |
2 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
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Orgaal the Krog Mindslayer level 10
1st Flare 122nd year of Ascendancy at 04:41 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Orgaal the Krog Mindslayer level 10
5th Mirth 122nd year of Ascendancy at 00:03 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Orgaal the Krog Mindslayer level 10
5th Mirth 122nd year of Ascendancy at 00:08 see stats
Log
Orgaal picks up (w.): potent elm magestaff of fate (118% power, 2 apr, arcane element).
Poison from Emuda the midge swarm hits Orgaal for (2 to psi shield), 3 nature (4 total damage).
You pickup 0.45 gold pieces.
Ran for 3 turns (stop reason: taken damage).
Poison from Emuda the midge swarm hits Orgaal for (2 to psi shield), 3 nature (4 total damage).
Ran for 3 turns (stop reason: taken damage).
Talent Infusion: Movement is ready to use.
Talent Warding Weapon is ready to use.
Talent Mindlash is ready to use.
Poison from Emuda the midge swarm hits Orgaal for (2 to psi shield), 3 nature (4 total damage).
Ran for 2 turns (stop reason: taken damage).
Talent Dig is ready to use.
Poison from Emuda the midge swarm hits Orgaal for (2 to psi shield), 3 nature (4 total damage).
Orgaal slows down.
Orgaal stops being poisoned.
Orgaal is no longer attuned.
Talent Telekinetic Smash is ready to use.
Ran for 3 turns (stop reason: interesting terrain).
Talent Quick as Thought is ready to use.
Talent Wrath of the Wilds is ready to use.











































































































