










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | UI Pack: Plumpkins! 1.6.0Cosmetic pack! Ashes of Urh'Rok 1.7.0Official 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:
Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Delete Alternate Sandworm Lair 1.6.6Deletes alt SWL from the game. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Improved Auto-explore and Rest 1.7.2Quality 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. Forbidden Cults 1.7.0Official 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.
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Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Yeek |
Class | Reaver |
Level / Exp | 37 / 37% |
Size | medium |
Lifes / Deaths | Killed by Ivewe the forest troll at level 37 on the 71st Haze 122nd year of Ascendancy at 07:20 / 1 |
Primary Stats
Strength | 126 (base 60) |
Dexterity | 12 (base 11) |
Constitution | 61 (base 43) |
Magic | 72 (base 49) |
Willpower | 26 (base 10) |
Cunning | 26 (base 10) |
Resources
Life | -254/894 |
Vim | 84/271 |
Healing Factor | 1.6749470706756 |
Regeneration | 25.542942827802 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +110.00527732609% |
Vision
Sight | 10 |
Lite | 8 |
Offense: Mainhand
Damage | 165 |
Accuracy | 46 |
Crit Chance | 44% |
APR | 40 |
Speed | 1.00 |
Offense: Offhand
Damage | 121 |
Accuracy | 46 |
Crit Chance | 43% |
APR | 22 |
Speed | 1.00 |
Offense: Spell
Spellpower | 44 |
Crit Chance | 9% |
Speed | 1 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 9% |
Speed | 1 |
Offense: Damage Bonus
Physical | +39% |
Light | +19% |
Mind | +37% |
Blight | +12% |
Arcane | +18% |
Fire | +17% |
All | +6% |
Offense: Damage Penetration
Blight | +5% |
Physical | +50% |
Cold | +20% |
Defense: Base
Armour (hardiness) | 66.723073231957 (96.438666929426%) |
Defense | 40 |
Ranged Defense | 40 |
Fatigue | 0 |
Physical Save | 46 |
Spell Save | 32 |
Mental Save | 38 |
Defense: Resistances
Acid | + 35%( 70%) |
Blight | + 23%( 70%) |
Physical | + 26%( 70%) |
Cold | + 24%( 70%) |
All | + 15%( 70%) |
Lightning | + 29%( 70%) |
Light | + 55%( 70%) |
Temporal | + 19%( 70%) |
Fire | + 44%( 70%) |
Mind | + 23%( 70%) |
Defense: Immunities
Stun Resistance | 58% |
Confusion Resistance | 89% |
Blind Resistance | 0% |
Silence Resistance | 34% |
Bleed Resistance | 10% |
Pinning Resistance | 20% |
Disarm Resistance | 75% |
Instadeath Resistance | 100% |
Knockback Resistance | 60% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 330 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 112 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 912% 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 Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 550 life over 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
Corruption / Scourge | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Corruption / Bone | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Corruption / Rot | 1.30 |
| 4/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Corruption / Vim | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Plague | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Sanguisuge | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Reaving combat | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Generic Talents
Corruption / Vile life | 1.00 |
| 2/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Corruption / Torment | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 2/5 |
| 3/5 |
| 2/5 |
Prodigies
| 1/1 |
Effects
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 grave | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the lone alchemist from death by carrion worm mass. Escort: lone alchemist (level 6 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Dreadfell. Escort: lost defiler (level 2 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the lost warrior from death by Glalemina the fire wyrm. Escort: lost warrior (level 1 of Dreadfell) | failed |
You failed to protect the lost warrior from death by Layiwen the multi-hued drake hatchling. Escort: lost warrior (level 4 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved Strength by +5. | done |
You failed to protect the repented thief from death by Polurith the orc corruptor. Escort: repented thief (level 7 of Dreadfell) | failed |
You failed to protect the temporal explorer from death by Belotira the green ooze. Escort: temporal explorer (level 2 of Daikara) | failed |
You have been tasked to remove at leastg one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You must explore the underwater lair of Murgol. * You have explored the ritch tunnels and vanquished their queen. | 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. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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. | active |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * You've found the needed snow giant kidney. * You've found the needed xorn fragment. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed chunk of ghoul flesh. * You've found the needed ritch stinger. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * You've found the needed naga tongue. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed faerlhing fang. * You've found the needed vampire lord fang. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 |
Equipment
On feet | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +8 Physical crit. chance: +8.0% Physical power: +5 (+1 eff.) Armour: +3 Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 23 Changes stats: +4 Con Changes resistances penetration: +20% physical / +20% cold Changes damage: +21% physical A pair of boots made of leather. |
Light source | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Maximum life: +46.00 Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +1% Changes stats: +2 Cun Changes resistances: +6% lightning / +5% temporal Reduces incoming crit damage: 10.00% Knockback immunity: +10% Only die when reaching: -60.00 life A cap made of leather. |
On hands | ![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% When used to modify unarmed attacks: Power: 119% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Clinch (20% chance level 3). When this weapon hits: Maim (10% chance level 3). When this weapon hits: Take Down (10% chance level 3). These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Tool | ![]() Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Armour: +6 Changes stats: +5 Str / +5 Con Changes resistances penetration: +20% physical Changes damage: +11% fire / +10% mind / +12% physical Mental save: +10 (+4 eff.) Maximum stamina: +30.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Life regen: +8.00 Maximum life: +47.00 Spell crit. chance: +3% Mental crit. chance: +3% Healing mod.: +14% Rings make your fingers look great! |
On fingers | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +1 Str / +5 Mag Changes resistances: +26% light Changes damage: +13% light Physical save: +8 (+3 eff.) Spell save: +11 (+6 eff.) Mental save: +9 (+3 eff.) Stun/Freeze immunity: +28% Life regen: +3.00 Light radius: +2 Rings make your fingers look great! |
Around neck | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -8% Changes resistances: +12% light / +2% physical Changes damage: +12% arcane Critical mult.: +20.00% Confusion immunity: +20% Life regen: +2.00 Mana each turn: +0.12 Mana when firing critical spell: +2.00 Amulets make your neck look great! |
In main hand | ![]() Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 4 Power: 146% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +22 Crit. chance: +2.5% Attack speed: 100% Damage Shield penetration (this weapon only): +13% When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +10 Physical crit. chance: +12.0% Defense: +13 (+4 eff.) Changes resistances: +3% light / +12% fire Changes damage: +9% mind Critical mult.: +22.00% Disarm immunity: +35% Knockback immunity: +20% Mindpower: +10 (+5 eff.) Blunt and deadly. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +15 (+5 eff.) Changes stats: +5 Cun / +5 Wil Changes resistances: +9% blight / +12% fire Changes resistances penetration: +5% blight Damage against: +28% Summoned Reduced damage from: +31% Summoned Cut immunity: +10% Life regen: +2.00 Only die when reaching: -60.00 life Maximum life: +20.00 Healing mod.: +20% A belt that goes around your waist. |
In off hand | ![]() Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 3 Power: 134% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon crit: * Wound the target dealing 278 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +8 nature When wielded/worn: Physical crit. chance: +6.0% Physical power: +7 (+2 eff.) Damage when hit (Melee): 4 cold Changes stats: +5 Str / +3 Dex / +3 Mag / +5 Wil / +5 Cun / +7 Con Changes resistances: +9% mind Changes damage: +12% mind Blunt and deadly. |
Cloak | ![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +10 Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 17% Changes resistances: +15% acid Changes resistances penetration: +10% physical Critical mult.: +5.00% Physical save: +6 (+2 eff.) Mental save: +10 (+4 eff.) Only die when reaching: -50.00 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 | ![]() Requires: - Massive armour training - Strength 35 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +19 Defense: +30 (+10 eff.) Fatigue: +22% Damage when hit (Melee): 10 blight Changes resistances: +9% acid / +11% physical / +6% light / +10% fire / +10% lightning / +10% cold Changes damage: +6% blight Pinning immunity: +20% Only die when reaching: -80.00 life A suit of armour made of metal plates. |
Inventory
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+5 eff.) Spell save: +15 (+8 eff.) Mental save: -7 (-4 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 111% Range: 1.3x Uses stat: 100% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
![]() Voreminne Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +8.0% Attack speed: 100% Firing range: +8 Travel speed: +200% Damage (Ranged): +20 cold When wielded/worn: Changes damage: +27% blight / +24% cold Vim when firing critical spell: +2.00 Longbows are used to shoot arrows at your foes. |
![]() Murkrot (96% power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 96% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20% chance to reduce damage dealt by 17% Damage (Melee): +8 darkness When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 17% Damage when hit (Melee): 8 fire Changes stats: +4 Cun Changes resistances penetration: +20% darkness / +25% fire Changes damage: +6% darkness Talent granted: +1 Attune Mindstar Mindpower: +13 (+6 eff.) Mental crit. chance: +3% 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. |
![]() cashmere cloak 'Isselarion' (9 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +9 (+3 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 23 Changes stats: +14 Str / +7 Mag / +4 Con Physical save: +11 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +22 (+8 eff.) Armour penetration: +22 Physical power: +26 (+6 eff.) Armour: +3 Fatigue: +5% Changes stats: +3 Str / +3 Dex / +3 Cun / +1 Con Changes resistances: +13% blight Changes resistances penetration: +10% darkness Changes damage: +12% physical Talent cooldown: Double Strike (-1 turn) Physical save: +20 (+7 eff.) Spell save: +31 (+13 eff.) When used to modify unarmed attacks: Power: 137% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +8 Armour Penetration: +33 Crit. chance: +19.0% Attack speed: 83% When this weapon hits: Set Up (10% chance level 5). On weapon hit: * 32% chance to slow global speed by 46% * 32% chance to reduce armor by 33% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Armour penetration: +5 Physical crit. chance: +5.0% Armour: +4 Changes resistances: +18% acid Only die when reaching: -80.00 life Maximum stamina: +20.00 Infravision radius: +2 It can be used to sting an enemy dealing 295 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By worm fur the Yeek Reaver level 35
66th Haze 122nd year of Ascendancy at 15:51 see stats
By worm fur the Yeek Reaver level 35
64th Haze 122nd year of Ascendancy at 23:59 see stats
By worm fur the Yeek Reaver level 36
69th Haze 122nd year of Ascendancy at 21:46 see stats
By worm fur the Yeek Reaver level 24
14th Haze 122nd year of Ascendancy at 06:55 see stats
By worm fur the Yeek Reaver level 24
14th Haze 122nd year of Ascendancy at 19:50 see stats
By worm fur the Yeek Reaver level 32
46th Haze 122nd year of Ascendancy at 18:58 see stats
By worm fur the Yeek Reaver level 10
9th Mirth 122nd year of Ascendancy at 13:48 see stats
By worm fur the Yeek Reaver level 20
64th Dusk 122nd year of Ascendancy at 09:51 see stats
By worm fur the Yeek Reaver level 30
29th Haze 122nd year of Ascendancy at 01:18 see stats
By worm fur the Yeek Reaver level 36
70th Haze 122nd year of Ascendancy at 01:21 see stats
By worm fur the Yeek Reaver level 22
78th Dusk 122nd year of Ascendancy at 01:58 see stats
By worm fur the Yeek Reaver level 11
1st Summertide 122nd year of Ascendancy at 12:37 see stats
By worm fur the Yeek Reaver level 11
2nd Summertide 122nd year of Ascendancy at 23:10 see stats
By worm fur the Yeek Reaver level 27
22nd Haze 122nd year of Ascendancy at 06:22 see stats
By worm fur the Yeek Reaver level 17
52nd Dusk 122nd year of Ascendancy at 09:17 see stats
By worm fur the Yeek Reaver level 34
64th Haze 122nd year of Ascendancy at 07:16 see stats
Log
Melee retaliation hits Shadow for 14 blight, 4 cold (18 total damage).
Shadow hits worm fur for 14 physical damage.
Corrupting Strike is still on cooldown for 6 turns.
Worm fur casts Virulent Strike.
worm fur misses Shadow.
worm fur receives 39 healing from Blood Splash.
Melee retaliation hits worm fur for 3 fire, 3 cold, 3 lightning, 3 arcane, 4 fire, 4 cold, 4 lightning, 5 arcane, 3 fire, 3 cold, 3 lightning, 3 arcane, 4 fire, 4 cold, 4 lightning, 5 arcane (62 total damage).
Overkill hits Yeek mindslayer for 152 blight damage.
Overkill hits Ivewe the forest troll for (119 blocked), 0 blight (0 total damage).
Overkill hits Shadow for 152 blight damage.
Overkill hits Yeek mindslayer for 128 blight damage.
worm fur hits Shadow for 243 blight damage.
worm fur hits Ivewe the forest troll for (237 blocked), 37 physical, (137 blocked), 0 physical, (7 blocked), 0 nature (37 total damage).
Bone Spike hits Ivewe the forest troll for (20 blocked), 0 physical (0 total damage).
worm fur killed Shadow!
Overkill killed Yeek mindslayer!
Ivewe the forest troll repels an attack from Yeek mindslayer's Beyond the Flesh.
Yeek mindslayer's Beyond the Flesh hits Ivewe the forest troll for (16 blocked), 0 physical, (11 blocked), 0 lightning (0 total damage).
Melee retaliation hits Yeek mindslayer for 3 fire, 3 cold, 3 lightning, 4 arcane, 5 fire, 4 cold, 5 lightning, 5 arcane (31 total damage).
Ivewe the forest troll uses Frenzy.
The shattering blow creates a shockwave!
Worm fur's is vulnerable to attacks and effects!
Worm fur has been overwhelmed.
Worm fur reacts immediately after taking severe wounds!
worm fur is no longer being stalked by Ivewe the forest troll.
Melee retaliation hits Ivewe the forest troll for 11 blight, 4 cold, 11 blight, 4 cold, 11 blight, 4 cold, 11 blight, 4 cold, 11 blight, 4 cold, 11 blight, 4 cold, 11 blight, 4 cold, 11 blight, 4 cold (124 total damage).
Ivewe the forest troll hits worm fur for 24 fire, 24 cold, 23 lightning, 26 arcane, 8 fire, 7 cold, 7 lightning, 8 arcane, 8 fire, 8 cold, 8 lightning, 9 arcane, 2 fire, 2 cold, 2 lightning, 2 arcane, 14 fire, 14 cold, 14 lightning, 16 arcane, 15 fire, 15 cold, 15 lightning, 16 arcane, 19 fire, 19 cold, 18 lightning, 21 arcane, 8 fire, 7 cold, 7 lightning, 8 arcane, 8 fire, 8 cold, 8 lightning, 9 arcane, 1 fire, 1 cold, 1 lightning, 2 arcane, 19 fire, 18 cold, 18 lightning, 20 arcane, 20 fire, 19 cold, 19 lightning, 21 arcane, 22 fire, 22 cold, 21 lightning, 24 arcane, 8 fire, 7 cold, 7 lightning, 8 arcane, 8 fire, 8 cold, 8 lightning, 9 arcane, 1 fire, 1 cold, 1 lightning, 1 arcane, 19 fire, 18 cold, 18 lightning, 20 arcane, 20 fire, 19 cold, 19 lightning, 21 arcane, 22 fire, 21 cold, 21 lightning, 23 arcane, 8 fire, 7 cold, 7 lightning (1006 total damage).
Ivewe the forest troll hits Shadow for 17 fire, 14 cold, 17 lightning, 18 arcane (66 total damage).
worm fur the level 37 yeek reaver was shocked to death by Ivewe the forest troll on level 3 of Lost Dwarven Kingdom of Reknor.