










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
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 1.7.0Donators/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 | Female |
Race | Krog |
Class | Oozemancer |
Level / Exp | 17 / 99% |
Size | big |
Lifes / Deaths | Killed by Xanebeth the giant black ant at level 17 on the 34th Dusk 122nd year of Ascendancy at 00:10 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 20 (base 10) |
Dexterity | 17 (base 10) |
Constitution | 16 (base 10) |
Magic | 9 (base 10) |
Willpower | 72 (base 44) |
Cunning | 50 (base 36) |
Resources
Life | -83/342 |
Equilibrium | 35 |
Healing Factor | 1.3845771506545 |
Regeneration | 2.6999254437762 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 44.595095619122 |
See Invisible | 42.595095619122 |
Offense: Mainhand
Damage | 39 |
Accuracy | 43 |
Crit Chance | 15% |
APR | 18 |
Speed | 1.00 |
Offense: Offhand
Damage | 40 |
Accuracy | 43 |
Crit Chance | 15% |
APR | 18 |
Speed | 1.00 |
Offense: Spell
Spellpower | 4.5 |
Crit Chance | 13% |
Speed | 1 |
Offense: Mind
Mindpower | 61 |
Crit Chance | 34% |
Speed | 1 |
Offense: Damage Bonus
Cold | +3% |
Acid | +12% |
Light | +3% |
Fire | +14% |
Darkness | +11% |
Physical | +12% |
Mind | +7% |
Nature | +9% |
Offense: Damage Penetration
Darkness | +7% |
Acid | +20% |
Cold | +15% |
Mind | +15% |
Nature | +15% |
Defense: Base
Armour (hardiness) | 23 (30%) |
Defense | 14 |
Ranged Defense | 18 |
Fatigue | 5 |
Physical Save | 20 |
Spell Save | 43 |
Mental Save | 37 |
Defense: Resistances
Acid | + 66%( 70%) |
Blight | + 12%( 70%) |
Arcane | + 25%( 70%) |
Mind | + 19%( 70%) |
All | 0%( 70%) |
Darkness | + 44%( 70%) |
Light | + 10%( 70%) |
Temporal | + 9%( 70%) |
Physical | + 1%( 70%) |
Lightning | + 5%( 70%) |
Fire | + 28%( 70%) |
Nature | + 48%( 70%) |
Defense: Immunities
Confusion Resistance | 29% |
Stun Resistance | 77% |
Instadeath Resistance | 100% |
Blind Resistance | 22% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 305 life over 5 turns. Its effects scale with your Willpower stat. |
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. |
Class Talents
Wild-gift / Oozing blades | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Wild-gift / Mucus | 1.30 |
| 5/5 |
| 4/5 |
| 4/5 |
| 1/5 |
Wild-gift / Moss | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Slime | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Ooze | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.80 |
| 2/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Race / Krog | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Willpower by +5. | done |
You abandoned lost defiler, to death. Escort: lost defiler (level 1 of Ruins of Kor'Pul) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Norgos Lair. Escort: worried loremaster (level 2 of Norgos Lair)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 have explored the Maze and vanquished the Minotaur. * 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 Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
On feet | ![]() 2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% acid +3% light Res.pen +10% nature Melee Ret 2 acid On Hit (Melee): * 10% chance to reduce armor by 10% ----- def ----- Armour +1 Resists +5% lightning +6% temporal A pair of boots made of leather. |
Light source | ![]() 1.0 T3 lite [Rare] Psionic While equipped: dps ---------- Res.pen +5% mind ----- def ----- Resists +6% darkness +9% mind Mind.save +5 (+3 eff.) Stun/Frz- +20% ---------- misc Light +4 See.Stealth +11 See.Invis +9 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +9% nature Res.pen +5% nature Acc +5 (+4 eff.) Melee Ret 4 physical On Hit (Melee): * 10% chance to slow global speed by 63% ----- def ----- Armour +1 Fatigue +1% Resists +1% physical Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 62.3 Physical damage. If the attack hits, the target is confused (29% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
On hands | ![]() 1.0 T2 hands armor [Rare] Nature While equipped: Stats +1 Cun +2 Dex dps ---------- Melee+ 7 physical Dmg.mod +3% physical Res.pen +5% mind ----- def ----- Armour +9 Resists +9% darkness +9% blight Spell.save +3 (+1 eff.) Unarmed combat: Power 17.5 - 19.2 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Hit.r1 +7 physical On Crit.r2 +8 physical On Hit: 10% Sand Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Cun +3 Str dps ---------- Mind.pwr +10 (+2 eff.) Res.pen +5% mind +10% cold ----- def ----- Fatigue -4% Resists +3% blight ---------- misc Max.hate +6.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +9% physical Melee Ret 10 lightning ----- def ----- Armour +6 Phys.save +9 (+5 eff.) Mind.save +8 (+4 eff.) Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +14% fire Res.pen +20% acid Melee Ret 2 acid On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Resists +15% acid +28% fire +3% temporal Def/telep +15 Res/telep +15% Dur/telep +15% Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +1 Str +6 Dex +1 Mag ----- def ----- Resists +10% mind +10% light +16% darkness Crit.chn- 10.00% Blind- +22% Confus- +29% ---------- misc Light +1 Amulets make your neck look great! |
In main hand | ![]() 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 +4% Mind.pwr +6 (+1 eff.) Dmg.mod +7% mind ---------- misc Psi/m.crit +2.00 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. |
Around waist | ![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+4 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
In off hand | ![]() 3.0 T2 mindstar 1H weapon [Random Unique] Nature Power 5.5 - 6.1 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 +1 Wil dps ---------- Mind.crit +2% Mind.pwr +24 (+6 eff.) ----- def ----- Max.HP +14.00 HP.reg +0.70 Heal.mod +13% Heal/summ +12 ---------- misc Psi/ret +0.04 Hate/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. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +11% darkness +3% cold Res.pen +7% darkness +5% cold On Hit (Melee): * 20 arcane resource burn ----- def ----- Defense +2 (+2 eff.) Resists +13% darkness +3% nature Stealth +14 Die.at -80.00 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 | ![]() 9.0 T2 light armor [Unique] Nature/Disrupt While equipped: Stats +3 Wil +4 Con ----- def ----- Armour +6 Defense +8 (+7 eff.) Rng.Def +4 (+3 eff.) Fatigue +8% Resists +20% nature +25% arcane Spell.save +38 (+12 eff.) HP.reg +1.00 Heal.mod +20% Stun/Frz- +25% ---------- misc Masteries +0.20 Wild-gift/Antimagic Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 372 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex ----- def ----- Resists +12% mind Confus- +21% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Str ----- def ----- Resists +5% physical ---------- misc Stam/turn +0.20 Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Resists +18% acid +6% light Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Resists +22% fire Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+6 eff.) Rings make your fingers look great! |
![]() 4.0 T1 longbow 2H weapon [Rare] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 While equipped: Stats +3 Str +1 Dex dps ---------- Phys.pwr +9 (+3 eff.) Res.pen +5% cold On Hit (Ranged): * 10% chance to slow global speed by 63% ----- def ----- Resists +5% arcane Spell.save +15 (+5 eff.) ---------- misc Light +2 Longbows are used to shoot arrows at your foes. |
![]() 3.0 T1 longsword 1H weapon [Rare] Master Power 18.0 - 25.2 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% On Hit: * 20% chance to reduce armor by 10% * 20% chance to reduce all saves and defense by 35 While equipped: Stats +1 Con dps ---------- Dmg.mod +9% acid +6% mind Sharp, long, and deadly. |
![]() 3.0 T2 mace 1H weapon [Rare] Nature Power 15.0 - 21.0 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +6 nature While equipped: Stats +2 Mag +5 Wil dps ---------- Mind.crit +3% ----- def ----- Mind.save +6 (+3 eff.) ---------- misc See.Invis +6 Blunt and deadly. |
![]() 3.0 T1 mindstar 1H weapon [Rare] Nature/Psionic 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% Melee+ +16 darkness On Hit: * 20% chance to reduce damage dealt by 29% While equipped: Stats +3 Cun dps ---------- Mind.crit +1% Crit.mult +5.00% Phys.pwr +5 (+1 eff.) Mind.pwr +2 (+0 eff.) Dmg.mod +3% physical Apr +2 On Hit (Melee): * 10% chance to reduce armor by 10% ---------- 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. |
![]() 3.0 T1 mindstar 1H weapon [Rare] 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% Melee+ +4 acid While equipped: dps ---------- Mind.crit +3% Mind.pwr +2 (+0 eff.) Dmg.mod +6% mind ----- def ----- Phys.save +3 (+2 eff.) Spell.save +3 (+1 eff.) Mind.save +11 (+5 eff.) ---------- misc Equi/ret +0.50 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T1 mindstar 1H weapon [Ego] Nature Power 2.0 - 2.2 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 (+0 eff.) Dmg.mod +3% nature ----- def ----- Resists +3% blight Phys.save +3 (+2 eff.) Spell.save +3 (+1 eff.) Mind.save +2 (+1 eff.) Disease- +10% ---------- misc Equi/ret +0.50 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T2 waraxe 1H weapon [Rare] Psionic Power 13.5 - 18.9 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +7.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) While equipped: Stats +2 Str +2 Con dps ---------- Mind.crit +4% One-handed war axes. |
![]() 1.0 T1 belt armor [Rare] Psionic While equipped: Stats +3 Str +2 Wil dps ---------- Dmg.mod +3% fire Melee Ret 6 fire 4 cold ----- def ----- Mind.save +6 (+3 eff.) Max.HP +46.00 ---------- misc Stam/turn +1.00 Max.stam +30.00 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Wil +2 Con dps ---------- Crit.mult +10.00% Mind.pwr +4 (+1 eff.) Melee Ret 2 darkness On Hit (Melee): * 20% chance to slow global speed by 63% ----- def ----- Mind.save +6 (+3 eff.) A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +18% acid Res.pen +15% lightning Melee Ret 2 lightning ----- def ----- Defense +1 (+1 eff.) Resists +3% acid +3% light Mind.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. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Crit.mult +11.00% Res.pen +5% lightning Acc +6 (+4 eff.) Apr +7 Melee Ret 10 fire On Hit (Melee): * 20% chance to reduce damage dealt by 29% ----- def ----- Defense +1 (+1 eff.) Resists +6% darkness +3% fire Stealth +5 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +2 Cun +2 Dex ----- def ----- Defense +1 (+1 eff.) Max.HP +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloth armor [Rare] Psionic While equipped: Stats +5 Mag +5 Wil +2 Con dps ---------- Phys.pwr +5 (+1 eff.) Apr +2 ----- def ----- Armour +8 Resists +7% all Die.at -20.00 life ---------- misc Mana/turn +0.12 Psi/turn +0.11 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Rare] Nature While equipped: Stats +2 Str dps ---------- Phys.crit +2.0% Dmg.mod +10% cold Acc +15 (+9 eff.) ----- def ----- Resists +15% cold +7% all Die.at -60.00 life A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego+] Psionic While equipped: ----- def ----- Resists +13% darkness +12% mind +11% all Phys.save +12 (+6 eff.) Spell.save +10 (+3 eff.) Mind.save +24 (+9 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Mov.spd +10% Dmg.mod +12% lightning +3% fire +6% darkness Res.pen +5% lightning Melee Ret 4 fire ----- def ----- Armour +4 Fatigue -3% Resists +12% lightning Max.HP +37.00 ---------- misc Stam/turn +0.40 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Str +3 Mag dps ---------- Dmg.mod +6% cold ----- def ----- Armour +3 Resists +12% lightning ---------- misc Light +1 Infravis +1 A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Rare] Nature While equipped: Stats +3 Str dps ---------- Dmg.mod +6% physical Res.pen +10% physical Melee Ret 2 mind ----- def ----- Armour +1 Resists +6% lightning +5% temporal ---------- misc Max.stam +20.00 A pair of boots made of leather. |
![]() 1.0 T1 hands armor [Rare] Nature While equipped: Stats +3 Dex dps ---------- Mind.crit +2% Melee+ 6 cold Dmg.mod +4% cold Acc +10 (+6 eff.) Melee Ret 2 blight ----- def ----- Armour +1 Resists +6% cold Unarmed combat: Power 7.5 - 8.2 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Crit.r2 +6 ice On Hit: 10% Ice Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Rare] Arcane While equipped: dps ---------- Melee+ 5 temporal Ranged+ 6 temporal Dmg.mod +3% cold +3% light +6% temporal Melee Ret 2 light ----- def ----- Armour +2 Resists +6% acid +10% temporal +12% light +6% cold Unarmed combat: Power 16.5 - 18.2 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: * 8% chance to gain 10% of a turn (3/turn limit) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T1 hands armor [Ego] Master/Psionic While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+1 eff.) Melee+ 5 mind Dmg.mod +3% mind ----- def ----- Armour +1 Resists +5% mind Unarmed combat: Power 9.5 - 10.5 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Crit.r2 +6 mind On Hit: 20% Psychic Lobotomy 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +6% cold ----- def ----- Armour +1 Fatigue +1% Resists +5% lightning +6% temporal +3% acid A cap made of leather. |
![]() 9.0 T1 light armor [Rare] Master While equipped: Stats +4 Str +4 Dex dps ---------- Dmg.mod +9% light +3% cold Res.pen +20% light +5% acid Melee Ret 4 acid ----- def ----- Armour +2 Defense +5 (+5 eff.) Fatigue +6% Resists +6% acid Phys.save +6 (+3 eff.) A suit of armour made of leather. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Rare] Nature When used to Attack: Power 17.5 - 21.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +80 While equipped: Stats +5 Con dps ---------- Melee+ 11 cold Dmg.mod +9% darkness Acc +10 (+6 eff.) Melee Ret 4 ice ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Ego] Nature When used to Attack: Power 17.5 - 21.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +36 On Hit.r1 +13 fire While equipped: dps ---------- Melee+ 5 fire Melee Ret 5 fire ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 0.0 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. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Res.pen +10% darkness ----- def ----- Resists +6% blight +9% lightning Max.HP +45.00 ---------- 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. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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 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 T2 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 174 physical damage Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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
By Tal the Krog Oozemancer level 7
7th Mirth 122nd year of Ascendancy at 18:31 see stats
By Tal the Krog Oozemancer level 15
22nd Dusk 122nd year of Ascendancy at 19:59 see stats
By Tal the Krog Oozemancer level 15
10th Dusk 122nd year of Ascendancy at 08:46 see stats
By Tal the Krog Oozemancer level 10
8th Mirth 122nd year of Ascendancy at 23:34 see stats
By Tal the Krog Oozemancer level 6
3rd Mirth 122nd year of Ascendancy at 01:09 see stats
By Tal the Krog Oozemancer level 15
5th Dusk 122nd year of Ascendancy at 02:12 see stats
Log
Xanebeth the giant black ant uses Sudden Growth.
Xanebeth the giant black ant gains 1% of a turn from Ancestral Life.
Xanebeth the giant black ant receives 33 healing from Sudden Growth.
Xanebeth the giant black ant uses Corrosive Mist.
Talent Acid Splash is ready to use.
Tal is corroded.
Xanebeth the giant black ant's corrosive acid area effect hits Tal for 6 acid damage.
Tal uses Acid Splash.
Tal's mind surges with critical power!
Tal's nature damage is more potent.
Tal hits Xanebeth the giant black ant for 311 acid damage.
Talent Oozebeam is ready to use.
Tal shrugs off the effect 'Corrode'!
Xanebeth the giant black ant is poisoned!
Xanebeth the giant black ant's corrosive acid area effect hits Tal for 6 acid damage.
Xanebeth the giant black ant speeds up.
Poison from Tal hits Xanebeth the giant black ant for 50 nature damage.
Xanebeth the giant black ant uses Ice Claw.
Xanebeth the giant black ant performs a melee critical strike against Tal's mucus ooze!
Xanebeth the giant black ant performs a melee critical strike against Tal!
Tal's natural acid becomes more concentrated!
Tal shares damage with her oozes!
Xanebeth the giant black ant hits Tal for 342 cold damage.
Xanebeth the giant black ant hits Tal's mucus ooze for 533 cold damage.
Xanebeth the giant black ant's corrosive acid area effect hits Tal for 3 acid damage.
Melee retaliation hits Xanebeth the giant black ant for 4 acid, 8 lightning, 4 physical (17 total damage).
Tal the level 17 krog oozemancer was scalded to death by Xanebeth the giant black ant on level 1 of Old Forest.