
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Improved player targetting 1.2.0Player's targetting improvements. Nekarcos's Quality of Life 07: Visible Size Categories 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Somebody shut that dog up 1.0.5Removes certain ambient sound effects: ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Logical Alchemists 1.4.6Makes alchemists focus on creating elixirs that you are not currently helping them with. Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Glove Stats 1.0.6Shows glove combat stats with all classes. Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. Better Item Description 1.5.5This 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 Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Nekarcos's Quality of Life 04: Healing Reduction (v2) 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Cornac |
Class | Bulwark |
Level / Exp | 50 / 3305% |
Size | big |
Lifes / Deaths | Killed by Xanelle the crimson ooze at level 50 on the 7th Pyre 125th year of Ascendancy at 09:57 / 1 |
Primary Stats
Strength | 172 (base 60) |
Dexterity | 62 (base 60) |
Constitution | 114 (base 60) |
Magic | 17 (base 10) |
Willpower | 57 (base 30) |
Cunning | 44 (base 16) |
Resources
Life | 2180/2180 |
Mana | 629/629 |
Stamina | 284/284 |
Healing Factor | 1.5492957746476 |
Regeneration | 14.170095363635 |
Speed
Mental | -10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | -1 |
Infravision | 9 |
See Stealth | 60.325902294162 |
See Invisible | 60.325902294162 |
Offense: Mainhand
Damage | 46 |
Accuracy | 69 |
Crit Chance | 64% |
APR | 53 |
Speed | 1.11 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 17 |
Crit Chance | 11% |
Speed | 1 |
Offense: Mind
Mindpower | 56 |
Crit Chance | 41% |
Speed | 1 |
Offense: Damage Bonus
Physical | +15% |
Mind | +22% |
All | 0% |
Offense: Damage Penetration
Acid | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 130.29081079481 (100%) |
Defense | 44 |
Ranged Defense | 48 |
Fatigue | 0 |
Physical Save | 70 |
Spell Save | 60 |
Mental Save | 44 |
Defense: Resistances
Acid | + 40%( 70%) |
Blight | + 35%( 70%) |
Arcane | + 19%( 70%) |
Cold | + 39%( 70%) |
All | + 15%( 70%) |
Darkness | + 40%( 70%) |
Light | + 28%( 70%) |
Temporal | + 25%( 70%) |
Mind | + 53%( 70%) |
Physical | + 45%( 70%) |
Fire | + 42%( 70%) |
Nature | + 36%( 70%) |
Defense: Immunities
Stun Resistance | 57% |
Pinning Resistance | 35% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Disarm Resistance | 60% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (5/5)
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 magical or mental effect and reduce all damage taken by 28% for 7 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: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 17 for 13 turns. While Heroism is active, you will only die when reaching -937 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 323 and cleanse 1 wound and 1 poison effect. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 297 and cleanse 1 wound and 1 poison effect. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 173 with a minimum range of 15. Its effects scale with your Constitution stat. |
Class Talents
Technique / Warcries | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Shield offense | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Shield defense | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.30 |
| 2/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 5/5 |
| 0/5 |
| 2/5 |
| 0/5 |
Spell / Stone alchemy | 0.80 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Daunting Presence |
talent | Precise Strikes |
talent | Shield Wall |
talent | Chant of Fortitude |
beneficial effect | The target filled with the spirit of the bunnies! This looks very very cute! Also whenever you deal damage you have 5% chances to turn into a vorpal bunny, increasing your critical chance by %10. Bunnyficated! |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the lone alchemist to the recall portal on level 6 of Dreadfell. Escort: lone alchemist (level 6 of Dreadfell)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)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 Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you improved Strength by +2. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Dreadfell. Escort: worried loremaster (level 1 of Dreadfell)As a reward you improved Constitution by +2. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | 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 fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | 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 |
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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1938. | 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. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Stire of Derth. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of the savior. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived too late. The place has been drained of its power and the sorcerers have left. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | 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 |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Tool | ![]() 3.0 T5 digger tool [Random Unique] Arcane/Master While equipped: Stats +23 Str +10 Wil +3 Con dps ---------- Phys.crit +15.0% Mind.crit +15% Res.pen +15% acid Apr +13 On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +9% temporal Phys.save +10 (+2 eff.) Knockbk- +10% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Light +1 Infravis +3 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 5.2 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +103 accuracy and allowing you to attack creatures you cannot see without penalty for the next 6 turns. Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +16 Cun +7 Wil dps ---------- Mind.crit +2% Mind.pwr +13 (+4 eff.) Melee+ 21 bleed Ranged+ 21 bleed Melee Ret 8 mind On Hit (Melee): * 20 arcane resource burn * 19% chance to cause random gloom On Hit (Ranged): * 19% chance to cause random gloom ----- def ----- Resists +3% blight +6% fire +5% arcane Spell.save +6 (+1 eff.) Max.HP +48.00 Disarm- +50% Pinning- +35% Knockbk- +45% ---------- misc Hate/m.crit +3.00 Max.hate +13.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.9 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 306% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings can have magical properties. |
Quiver | ![]() 0.0 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. |
Main armor | ![]() 17.0 T5 massive armor [Unique] Psionic While equipped: Stats +6 Wil +4 Cun +28 Con dps ---------- Mind.pwr +10 (+3 eff.) On Melee Ret: * 20% chance to cause random gloom ----- def ----- Armour +40 Defense +15 (+5 eff.) Fatigue +17% Resists +15% acid +15% light +25% nature +20% blight +10% cold +25% mind +30% darkness Crit.dmg- 23.00% Phys.save +15 (+4 eff.) Mind.save +25 (+8 eff.) Confus- +100% Fear- +100% ---------- misc Light -2 Infravis +4 Masteries +0.20 Cursed/Gloom Dominate: Level 2.0 Pwr.cost 15 out of 25/25. Range 2 Travel.spd instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 9 Armour, 14 Defense and your attacks will gain 37% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
On feet | ![]() 3.0 T5 feet armor [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+3 eff.) Fatigue +12% Resists +15% acid +15% physical Knockbk- +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
In off hand | ![]() 7.0 T5 shield armor [Random Unique] Nature/Master When used to Attack: Power 177% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.5% procs dam / acc Crit +5.0% Block +333 On Hit.r1 +20 fire On Hit: * deal bonus physical damage equal to your armor While equipped: Stats +2 Dex +1 Mag +4 Wil +2 Cun +8 Con dps ---------- Melee+ 10 fire Melee Ret 12 mind 16 fire ----- def ----- Armour +28 Hardiness +10% Defense +12 (+4 eff.) Rng.Def +12 (+4 eff.) Fatigue +14% Resists +20% physical +26% fire +3% temporal Phys.save +12 (+3 eff.) ---------- misc Talents +5 Block Handheld deflection devices. |
On hands | ![]() 1.5 T5 hands armor [Random Unique] Master/Psionic While equipped: Stats +4 Str dps ---------- Mind.crit +1% Phys.pwr +9 (+3 eff.) Mind.pwr +14 (+4 eff.) Melee+ 43 mind 55 darkness On Hit (Melee): * 43% chance to cause random gloom ----- def ----- Armour +3 Spell.save +9 (+2 eff.) Mind.save -20 (-8 eff.) Disarm- +10% ---------- misc Max.vim +40.00 Unarmed combat: Power 143% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +15 Crit +10.0% Atk.spd 83% Melee+ +8 mind On Hit: 20% Reproach 5 Ruined Earth: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Attackspeed is 100% for non-Brawlers! Metal gloves protecting the hands up to the middle of the lower arm. |
In main hand | ![]() 3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic This psionic mindstar dreams of an epiphany. This parasitic mindstar will draw strength from other psionic mindstars. This psionic mindstar has an epiphany about dreams. Power 112% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +12% Mind.pwr +14 (+4 eff.) Dmg.mod +22% mind ----- def ----- Resists +20% mind +18% cold Spell.save +10 (+2 eff.) Mind.save +10 (+3 eff.) HP.leech%% +24% HP.leech +25% ---------- misc Hate/m.crit +10.00 Max.hate +16.00 Max.psi +37.00 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. |
Inventory
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Con dps ---------- Melee+ 50 light Ranged+ 50 light Res.pen +10% lightning Melee Ret 8 darkness 4 lightning On Hit (Melee): * 15% chance to daze at end of turn * 68% chance to blind On Hit (Ranged): * 31% chance to blind ----- def ----- Resists +6% light +9% darkness Spell.save +20 (+5 eff.) Silence- +46% ---------- misc Mana/turn +0.32 Max.stam +40.00 Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +9 Str +6 Dex +17 Cun +10 Con dps ---------- Crit.mult +5.00% Phys.pwr +29 (+7 eff.) Spell.pwr +15 (+9 eff.) Mind.pwr +13 (+4 eff.) Melee+ 25 bleed Ranged+ 25 bleed Res.pen +5% mind Acc +15 (+4 eff.) Melee Ret 4 temporal On Hit (Melee): * 20% chance to cause random gloom * 30% chance to gain 10% of a turn (3/turn limit) On Hit (Ranged): * 20% chance to cause random gloom ----- def ----- Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Hate/m.crit +3.00 Max.hate +11.00 Telepathy Dragon Humanoid/Orc Bleeding Edge: Puts all charms on 20 cooldown Level 5.2 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 171% weapon damage. If the attack hits, the target will bleed for 322% weapon damage over 7 turns, and all healing will be reduced by 76%. Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +16 Cun dps ---------- Melee+ 16 bleed Ranged+ 24 bleed Dmg.mod +18% lightning On Hit (Melee): * 16% chance to cause random gloom On Hit (Ranged): * 17% chance to cause random gloom ----- def ----- Resists +36% lightning +14% nature +19% blight Poison- +25% Disease- +30% ---------- misc Hate/m.crit +3.00 Max.hate +15.00 Infravis +3 See.Invis +18 Bleeding Edge: Puts all charms on 20 cooldown Level 3.9 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 306% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings can have magical properties. |
![]() 3.0 T5 longsword 1H weapon [Random Unique] Arcane/Master Power 153% Range: 1.4x Uses 100% Str Dmg Acid Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% Phasing +50% Melee+ +15 blight +16 light Against +30% Undead On Hit: 10% Epidemic 5 On Hit: * 18% chance to disease On Crit: * wounds the target for 7 turns: 23 bleeding, 72% reduced healing While equipped: Stats +1 Wil +5 Mag dps ---------- Phys.crit +15.0% Spell.crit +1% Phys.pwr +15 (+4 eff.) Dmg.mod +6% blight Res.pen +15% acid ----- def ----- Spell.save +10 (+2 eff.) Disease- +31% ---------- misc Max.vim +20.00 Sharp, long, and deadly. |
![]() 1.0 T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +6 Mag dps ---------- Dmg.mod +25% physical Res.pen +19% physical On Hit (Melee): * Slows global speed by 15% ----- def ----- Armour +15 Defense +13 (+5 eff.) Resists +3% temporal +3% nature +3% mind Phys.save +25 (+6 eff.) Spell.save +20 (+5 eff.) Mind.save +35 (+12 eff.) Anom.red +16 Die.at -60.00 life Max.HP +127.00 ---------- misc Mana/turn +0.60 Max.mana +135.00 Max.stam +65.00 Max.hate +20.00 Max.psi +40.00 Max.vim +40.00 Max.P.En +34.00 Max.N.En +40.00 A belt that goes around your waist. |
![]() 2.0 T5 cloak armor [Random Unique] Master While equipped: Stats +6 Cun +6 Dex dps ---------- Crit.mult +20.00% Dmg.mod +3% nature Res.pen +15% nature Acc +25 (+6 eff.) Apr +20 On Hit (Melee): * Slows global speed by 15% * 15% chance to corrode armour by 30% ----- def ----- Defense +17 (+6 eff.) Resists +6% acid +9% temporal Phys.save +15 (+4 eff.) Stealth +12 Def/telep +15 Res/telep +15% Dur/telep +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 T5 feet armor [Random Unique] Nature/Master While equipped: Stats +3 Cun +4 Dex dps ---------- Res.pen +10% light Melee Ret 12 light 4 temporal On Hit (Melee): * 35% chance to blind * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +10 (+4 eff.) Rng.Def +8 (+3 eff.) Fatigue +4% Resists +3% temporal HP.reg +5.50 Heal.mod +30% ---------- misc Stam/turn +1.30 Max.stam +40.00 Light +3 Disengage: Puts all charms on 15 cooldown Level 3.0 Pwr.cost 15 out of 15/15. Range 7 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 168% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T5 head armor [Random Unique] Arcane While equipped: Stats +10 Mag +15 Con dps ---------- Dmg.mod +60% arcane +12% darkness Res.pen +10% darkness Apr +3 Melee Ret 8 darkness 12 physical ----- def ----- Armour +6 Defense +3 (+1 eff.) Die.at -60.00 life ---------- misc Stam/turn +0.40 Max.mana +220.00 Stone Wall: Puts all charms on 80 cooldown Level 1.0 Pwr.cost 80 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: Entomb yourself in a wall of stone for 3 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 51.59 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
![]() 1.0 T5 lite [Random Unique] Arcane/Nature/Master While equipped: Stats +3 Cun dps ---------- Res.pen +20% mind Melee Ret 16 acid 29 fire On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +10% fire Mind.save +6 (+2 eff.) Max.HP +80.00 Blind- +94% Confus- +60% ---------- misc Psi/ret +0.12 Hate/m.crit +2.00 Max.psi +20.00 Light +16 See.Stealth +48 See.Invis +50 Track: Puts all charms on 40 cooldown Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 25 for 5 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. This item has been sent to the Item's Vault. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 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. |
![]() 2.0 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. |
![]() 2.0 T4 totem charm [Ego+] Nature Heal a target within range 8 (based on Willpower) for 295 Puts all charms on 26 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +3% acid Res.pen +5% acid On Hit (Melee): * 31% chance to blind * 30% chance to corrode armour by 30% ---------- misc Light +3 Wards +5 acid +4 nature +3 light Talents +4 Rushing Claws +1 Ward Cooldown Rushing Claws -1 Harden the skin for 7 turns increasing armour by 76 and armour hardiness by 70% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. This item has been sent to the Item's Vault. |
Achievements
By Vivrebastion the Cornac Bulwark level 50
23rd Dusk 125th year of Ascendancy at 15:58 see stats
By Vivrebastion the Cornac Bulwark level 50
12nd Regrowth 126th year of Ascendancy at 20:43 see stats
By Vivrebastion the Cornac Bulwark level 42
46th Dusk 124th year of Ascendancy at 16:02 see stats
By Vivrebastion the Cornac Bulwark level 42
15th Dusk 124th year of Ascendancy at 10:22 see stats
By Vivrebastion the Cornac Bulwark level 50
42nd Regrowth 126th year of Ascendancy at 01:45 see stats
By Vivrebastion the Cornac Bulwark level 50
44th Dusk 125th year of Ascendancy at 14:41 see stats
By Vivrebastion the Cornac Bulwark level 38
5th Flare 124th year of Ascendancy at 16:03 see stats
By Vivrebastion the Cornac Bulwark level 26
33rd Regrowth 124th year of Ascendancy at 03:09 see stats
By Vivrebastion the Cornac Bulwark level 50
31st Dusk 125th year of Ascendancy at 03:27 see stats
By Vivrebastion the Cornac Bulwark level 50
9th Pyre 125th year of Ascendancy at 15:08 see stats
By Vivrebastion the Cornac Bulwark level 49
11st Haze 124th year of Ascendancy at 03:56 see stats
By Vivrebastion the Cornac Bulwark level 34
37th Pyre 124th year of Ascendancy at 22:05 see stats
By Vivrebastion the Cornac Bulwark level 39
1st Dusk 124th year of Ascendancy at 16:28 see stats
By Vivrebastion the Cornac Bulwark level 19
6th Decay 122nd year of Ascendancy at 09:24 see stats
By Vivrebastion the Cornac Bulwark level 49
22nd Regrowth 125th year of Ascendancy at 14:52 see stats
By Vivrebastion the Cornac Bulwark level 46
68th Dusk 124th year of Ascendancy at 17:46 see stats
By Vivrebastion the Cornac Bulwark level 50
30th Regrowth 126th year of Ascendancy at 09:40 see stats
By Vivrebastion the Cornac Bulwark level 50
6th Allure 126th year of Ascendancy at 18:43 see stats
By Vivrebastion the Cornac Bulwark level 40
6th Dusk 124th year of Ascendancy at 14:44 see stats
By Vivrebastion the Cornac Bulwark level 16
73rd Dusk 122nd year of Ascendancy at 06:27 see stats
By Vivrebastion the Cornac Bulwark level 50
42nd Regrowth 126th year of Ascendancy at 06:32 see stats
By Vivrebastion the Cornac Bulwark level 50
11st Pyre 125th year of Ascendancy at 18:35 see stats
By Vivrebastion the Cornac Bulwark level 10
6th Flare 122nd year of Ascendancy at 02:14 see stats
By Vivrebastion the Cornac Bulwark level 20
1st Allure 124th year of Ascendancy at 01:27 see stats
By Vivrebastion the Cornac Bulwark level 30
12nd Pyre 124th year of Ascendancy at 04:24 see stats
By Vivrebastion the Cornac Bulwark level 40
4th Dusk 124th year of Ascendancy at 11:37 see stats
By Vivrebastion the Cornac Bulwark level 50
26th Regrowth 125th year of Ascendancy at 23:28 see stats
By Vivrebastion the Cornac Bulwark level 50
38th Haze 125th year of Ascendancy at 05:35 see stats
By Vivrebastion the Cornac Bulwark level 50
6th Pyre 125th year of Ascendancy at 16:30 see stats
By Vivrebastion the Cornac Bulwark level 50
7th Pyre 125th year of Ascendancy at 19:02 see stats
By Vivrebastion the Cornac Bulwark level 50
27th Regrowth 126th year of Ascendancy at 19:37 see stats
By Vivrebastion the Cornac Bulwark level 50
4th Pyre 125th year of Ascendancy at 07:30 see stats
By Vivrebastion the Cornac Bulwark level 17
47th Haze 122nd year of Ascendancy at 12:36 see stats
By Vivrebastion the Cornac Bulwark level 27
38th Regrowth 124th year of Ascendancy at 15:04 see stats
By Vivrebastion the Cornac Bulwark level 50
7th Pyre 125th year of Ascendancy at 04:23 see stats
By Vivrebastion the Cornac Bulwark level 36
56th Pyre 124th year of Ascendancy at 05:40 see stats
By Vivrebastion the Cornac Bulwark level 50
31st Dusk 125th year of Ascendancy at 06:05 see stats
By Vivrebastion the Cornac Bulwark level 50
5th Pyre 125th year of Ascendancy at 10:43 see stats
By Vivrebastion the Cornac Bulwark level 50
4th Pyre 125th year of Ascendancy at 03:16 see stats
By Vivrebastion the Cornac Bulwark level 39
2nd Dusk 124th year of Ascendancy at 20:36 see stats
By Vivrebastion the Cornac Bulwark level 50
27th Regrowth 126th year of Ascendancy at 22:42 see stats
By Vivrebastion the Cornac Bulwark level 42
28th Dusk 124th year of Ascendancy at 16:02 see stats
By Vivrebastion the Cornac Bulwark level 50
65th Regrowth 126th year of Ascendancy at 02:29 see stats
By Vivrebastion the Cornac Bulwark level 28
77th Regrowth 124th year of Ascendancy at 16:37 see stats
By Vivrebastion the Cornac Bulwark level 34
30th Pyre 124th year of Ascendancy at 05:19 see stats
By Vivrebastion the Cornac Bulwark level 19
67th Pyre 123rd year of Ascendancy at 16:36 see stats
By Vivrebastion the Cornac Bulwark level 50
7th Pyre 125th year of Ascendancy at 09:57 see stats
By Vivrebastion the Cornac Bulwark level 40
8th Dusk 124th year of Ascendancy at 08:15 see stats
Log
Vivrebastion deactivates Chant of Fortitude.
Vivrebastion deactivates Precise Strikes.
Vivrebastion deactivates Shield Wall.
Vivrebastion deactivates Daunting Presence.