











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Stone Warden |
| Level / Exp | 13 / 81% |
| Size | medium |
| Lifes / Deaths | Killed by Isekira the large brown snake at level 13 on the 11st Profit 122nd year of Ascendancy at 14:56 / 1 |
Primary Stats
| Strength | 23 (base 12) |
| Dexterity | 8 (base 10) |
| Constitution | 24 (base 10) |
| Magic | 30 (base 26) |
| Willpower | 48 (base 37) |
| Cunning | 11 (base 10) |
Resources
| Life | -130/433 |
| Mana | 422/422 |
| Equilibrium | 0 |
| Healing Factor | 1.1172674059366 |
| Regeneration | 0.27931685148416 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 31 |
| Accuracy | 35 |
| Crit Chance | 4% |
| APR | 0 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 16 |
| Accuracy | 35 |
| Crit Chance | 4% |
| APR | 0 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 30 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 38 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +15% |
| Fire | +10% |
| Physical | +6% |
| Mind | +26% |
| Nature | +15% |
Offense: Damage Penetration
| Acid | +5% |
| Blight | +5% |
| Arcane | +5% |
| Mind | +10% |
| Physical | +5% |
Defense: Base
| Armour (hardiness) | 28 (60%) |
| Defense | 21 |
| Ranged Defense | 21 |
| Fatigue | 24 |
| Physical Save | 29 |
| Spell Save | 33 |
| Mental Save | 20 |
Defense: Resistances
| Acid | + 16%( 70%) |
| Arcane | + 15%( 70%) |
| Mind | + 26%( 70%) |
| All | + 11%( 70%) |
| Darkness | + 28%( 70%) |
| Light | + 21%( 70%) |
| Cold | + 25%( 70%) |
| Fire | + 34%( 70%) |
| Nature | + 38%( 70%) |
Defense: Immunities
| Stun Resistance | 10% |
| Teleport Resistance | 20% |
| Pinning Resistance | 20% |
| Knockback Resistance | 32% |
| Disarm Resistance | 22% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (3/3)
| 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: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 433% 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 Cunning stat. |
| 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. |
Class Talents
| Spell / Eldritch shield | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Earthen power | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Earthen vines | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Dwarven nature | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 1/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved Constitution 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. | active |
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 |
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 |
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: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * '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 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.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * '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 length of troll intestine. * '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.' | 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 |
Equipment
| On feet | Ulyrand the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +1 Mag dps ---------- Crit.mult +5.00% Spell.pwr +10 (+5 eff.) ----- def ----- Armour +3 Fatigue +2% ---------- misc Mana/turn +0.08 Max.mana +60.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Brenisin the brass lantern2.0 T1 lite [Rare] Arcane While equipped: Stats +1 Con dps ---------- Dmg.mod +6% physical Res.pen +5% physical Melee Ret 6 acid 10 fire ----- def ----- Resists +6% fire ---------- misc Stam/turn +3.00 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 | iron helm 'Dairithel' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str ----- def ----- Armour +3 Fatigue +5% Resists +6% mind Spell.save +9 (+5 eff.) Stun/Frz- +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Gorydunahor the iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +1 Wil dps ---------- Phys.pwr +6 (+2 eff.) Mind.pwr +5 (+2 eff.) Res.pen +5% mind ----- def ----- Armour +1 Fatigue +1% Knockbk- +10% Teleport- +20% 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. |
| Tool | Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | Adorin the steel ring0.1 T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: dps ---------- Dmg.mod +11% mind +10% fire Res.pen +5% arcane +5% blight Melee Ret 4 blight ----- def ----- Resists +20% fire +11% mind +5% arcane Max.HP +20.00 Disarm- +22% Pinning- +20% Knockbk- +22% Rings make your fingers look great! |
| Around neck | Aeretira the Woetorrent0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Res.pen +5% acid Melee Ret 2 light On Hit (Melee): * 10% chance to reduce damage dealt by 20% ----- def ----- Resists +6% acid +11% light +19% darkness Blind- +20% Amulets make your neck look great! |
| In main hand | reinforced iron shield (0 def, 4 armour, 10-11 power, 40 block)7.0 T1 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 9.5 - 11.4 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +40 While equipped: ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
| Around waist | rough leather belt 'Carrionvein'1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Crit.mult +5.00% Mind.pwr +3 (+1 eff.) Res.pen +5% mind On Hit (Melee): * 20% chance to slow global speed by 51% ----- def ----- Phys.save +6 (+3 eff.) ---------- misc Max.hate +2.00 A belt that goes around your waist. |
| In off hand | flaming iron shield of cold resistance (+16%) (0 def, 2 armour, 10-11 power, 19.5 block)7.0 T1 shield armor Reqs Shield usage training [Ego] Nature/Master When used to Attack: Power 9.5 - 11.4 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +20 On Hit.r1 +11 fire While equipped: dps ---------- Melee+ 5 fire Melee Ret 2 fire ----- def ----- Armour +2 Fatigue +8% Resists +16% cold ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Cinderterror the linen cloak (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +3 Wil +1 Cun dps ---------- Melee Ret 4 fire ----- def ----- Defense +7 (+3 eff.) Phys.save +6 (+3 eff.) Die.at -40.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+4 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+5 eff.) Resists +30% nature +11% all Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
healing infusion of the duelist (heal 60; 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 60 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. |
movement infusion of the wizard (speed 491%; cd 16)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 491% 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 Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 15%; physical; dur 4; cd 11)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 15% 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. |
acid wave rune of the titan (damage 95; dur 4; cd 22)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 95.22 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the warrior (range 4; phase 13; cd 11)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 11 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 13%, your defense is increased by 13 and all your resistances by 13%. 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. |
Bill's Tree Trunk (30-51 power, 7 apr)5.0 T1 greatmaul 2H weapon Reqs Str 25 [Unique] Master Power 30.0 - 51.0 Physical Uses 130% Str 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 11 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! |
arcing iron greatmaul of daylight (18-28 power, 1 apr)5.0 T1 greatmaul 2H weapon [Ego] Arcane Power 18.5 - 27.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Melee+ +9 light Against +12% Undead On Hit: * 25% chance for lightning to strike from the target to a second target dealing 51 damage Massive two-handed mauls. |
slime-covered iron greatmaul (20-29 power, 1 apr)5.0 T1 greatmaul 2H weapon [Ego] Disrupt Power 19.5 - 29.2 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% On Hit: * 7% chance to slow global speed by 51% Massive two-handed mauls. |
iron greatsword of daylight (16-25 power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Arcane Power 15.5 - 24.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Melee+ +7 light Against +7% Undead Massive two-handed swords. |
steel longsword of amnesia (17-24 power, 3 apr)3.0 T2 longsword 1H weapon [Ego+] Psionic Power 17.0 - 23.8 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Sharp, long, and deadly. |
mossy mindstar of balance (2-3 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Ego] Nature Power 2.5 - 2.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) ----- def ----- Phys.save +4 (+2 eff.) Spell.save +3 (+2 eff.) Mind.save +2 (+1 eff.) ---------- misc Equi/ret +0.80 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 vined mindstar (5-6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego+] Nature/Psionic Power 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +6% lightning +6% fire +6% 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. |
vined mindstar of balance (4-5 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 4.5 - 5.0 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ----- def ----- Phys.save +4 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) ---------- misc Equi/ret +0.60 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. |
vined mindstar of resolve (5-6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Wil dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ----- def ----- Spell.save +4 (+2 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
wrathful vined mindstar of balance (6-7 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego+] Nature/Psionic Power 6.0 - 6.6 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +4 (+2 eff.) ----- def ----- Phys.save +3 (+2 eff.) Spell.save +3 (+2 eff.) Mind.save +2 (+1 eff.) ---------- misc Equi/ret +0.90 Hate/m.crit +2.00 Psi/m.crit +1.00 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. |
Growthpower (18-22 power, 3 apr, light element)5.0 T2 staff 2H weapon [Random Unique] Arcane Power 18.0 - 21.6 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Cun dps ---------- Spell.crit +6% Crit.mult +5.00% Spell.pwr +9 (+4 eff.) Dmg.mod +18% light Melee Ret 6 mind 2 nature ----- def ----- Armour +3 Hardiness +3% Phys.save +8 (+4 eff.) Spell.save +6 (+3 eff.) Mind.save +9 (+5 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Ce'Numikira the rough leather belt1.0 T1 belt armor [Rare] Arcane While equipped: Stats +1 Str dps ---------- Mind.pwr +30 (+10 eff.) ----- def ----- Defense +10 (+5 eff.) Fatigue -4% Die.at -80.00 life ---------- misc Max.enc +24 A belt that goes around your waist. |
Branygen the Noonbiter (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% light Res.pen +20% blight Melee Ret 6 blight ----- def ----- Defense +7 (+3 eff.) Resists +3% light +6% fire Phys.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+6 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
woollen robe of nature (+16%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% nature ----- def ----- Resists +16% nature +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Getunarihir the pair of iron boots (0 def, 4 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Cun dps ---------- Mind.pwr +5 (+2 eff.) Res.pen +5% acid ----- def ----- Armour +4 Fatigue +2% Resists +2% physical Poison- +10% Cut- +20% ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
radiant iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Arcane While equipped: dps ---------- Melee+ 6 light Dmg.mod +3% light ----- def ----- Armour +1 Fatigue +1% Resists +5% light 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. |
Aeriyada (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +2 Wil dps ---------- Mind.crit +1% Crit.mult +5.00% Mind.pwr +5 (+2 eff.) Dmg.mod +12% acid ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +6% temporal ---------- misc Equi/ret +0.12 A cap made of leather. |
Filthbolt the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +15% nature +6% fire Res.pen +15% lightning +5% nature ----- def ----- Defense +1 (+0 eff.) Resists +6% fire +7% cold A pointy cloth hat, very wizardly... |
iron helm 'Glareminister' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +3% light +3% temporal Melee Ret 6 fire ----- def ----- Armour +3 Fatigue +5% Resists +6% temporal +5% cold ---------- misc Light +2 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap (0 def, 1 armour)2.0 T1 head armor [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
rough leather cap 'Eclipsepierce' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Wil +5 Mag dps ---------- Dmg.mod +3% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 20% ----- def ----- Armour +1 Fatigue +1% Resists +3% darkness Phys.save +10 (+5 eff.) A cap made of leather. |
cleansing iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Disrupt While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +11% nature +11% blight A suit of armour made of mail. |
Eel-skin armour (16 def, 0 armour)9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+8 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 25 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 45.61 to 136.83 lightning damage (91.22 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
enlightening rough leather armour (3 def, 2 armour)9.0 T1 light armor [Ego+] Psionic While equipped: Stats +4 Cun +3 Wil ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Mind.save +11 (+6 eff.) A suit of armour made of leather. |
iron plate armour (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training [Normal] While equipped: ----- def ----- Armour +7 Fatigue +22% A suit of armour made of metal plates. |
prismatic iron plate armour of cold resistance (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training [Ego] Arcane/Master While equipped: ----- def ----- Armour +7 Fatigue +22% Resists +16% cold +11% light +10% darkness A suit of armour made of metal plates. |
shocking iron shield (0 def, 2 armour, 10-11 power, 21 block)7.0 T1 shield armor Reqs Shield usage training [Ego] Nature When used to Attack: Power 9.5 - 11.4 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +21 While equipped: dps ---------- Melee+ 7 lightning Melee Ret 3 lightning ----- def ----- Armour +2 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
swashbuckler's iron shield (0 def, 2 armour, 10-13 power, 17 block)7.0 T1 shield armor Reqs Shield usage training [Ego+] Master When used to Attack: Power 10.5 - 12.6 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +17 While equipped: Stats +2 Str +1 Dex dps ---------- Acc +5 (+2 eff.) ----- def ----- Armour +2 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
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. |
53 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. |
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. |
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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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 9 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. |
Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 112.25 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
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. |
Stokepall the elm wand of conjuration [power 100] (15 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% mind +3% fire On Hit (Melee): * 20% chance to reduce all saves and defense by 25 ----- def ----- Resists +3% mind Fire a magical bolt dealing 110 fire damage Puts all charms on 15 cooldown 100% to reduce fatigue by 22% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
6 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. |
3 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
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Aez Tewysz the Dwarf Stone Warden level 10
6th Profit 122nd year of Ascendancy at 09:52 see stats
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Aez Tewysz the Dwarf Stone Warden level 6
19th Voratun 122nd year of Ascendancy at 15:38 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Aez Tewysz the Dwarf Stone Warden level 6
3rd Acquisition 122nd year of Ascendancy at 15:43 see stats
Log
Isekira the large brown snake hits Aez Tewysz for 21 physical, 9 physical (30 total damage).
Isekira the large brown snake's Beyond the Flesh hits Aez Tewysz for 21 physical, 5 darkness, 9 physical (36 total damage).
Aez Tewysz slows down.
Isekira the large brown snake blocks Aez Tewysz's attack and retaliates with his telekinetically wielded weapon!
Aez Tewysz is disarmed!
Isekira the large brown snake repels an attack from Aez Tewysz.
Isekira the large brown snake hits Aez Tewysz for 15 physical, 5 darkness, 9 physical (29 total damage).
Melee retaliation hits Isekira the large brown snake for 7 nature, 7 fire, 3 acid, 1 nature, 2 blight, 1 light (20 total damage).
Aez Tewysz hits Isekira the large brown snake for 8 physical, 3 fire, 6 fire (17 total damage).
Aez Tewysz is not stunned anymore.
Talent Dwarven Unity is ready to use.
Talent Resilience of the Dwarves is ready to use.
Isekira the large brown snake hits Aez Tewysz for 21 physical, 9 physical (30 total damage).
Melee retaliation hits Isekira the large brown snake for 7 nature, 7 fire, 3 acid, 1 nature, 2 blight, 1 light (20 total damage).
Aez Tewysz instinctively hardens his skin and ignores the attack!
Aez Tewysz repels an attack from Isekira the large brown snake's Beyond the Flesh.
Poison from Aez Tewysz hits Isekira the large brown snake for 12 nature damage.
Aez Tewysz hits Isekira the large brown snake for 6 physical, 4 fire (10 total damage).
Isekira the large brown snake deactivates Kinetic Aura.
Aez Tewysz resists the punch!
Isekira the large brown snake hits Aez Tewysz for 67 physical damage.
Talent Eldritch Blow is ready to use.
Aez Tewysz instinctively hardens his skin and ignores the attack!
Aez Tewysz repels an attack from Isekira the large brown snake's Beyond the Flesh.
Poison from Aez Tewysz hits Isekira the large brown snake for 12 nature damage.
Isekira the large brown snake uses Shattering Shout.
Isekira the large brown snake hits Aez Tewysz for 131 physical damage.
Aez Tewysz the level 13 dwarf stone warden was ground to death by Isekira the large brown snake on level 3 of Norgos Lair.



















































































