











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: No Prodigy Requirements 1.7.4Prodigies have minimal requirements - usually none. Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! ZOmnibus Addon Pack 1.7.4Combines 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: Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! True Full Respec 1.7.6Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: Steamtech UI 1.1.4 Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Faster Egress Artifact Rolling 1.7.4Immediately gives you 3 appropriate artifacts upon entering the egress instead of having to brute-force combinations. Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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:
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 Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Krog |
Class | Wyrmic |
Level / Exp | 17 / 48% |
Size | big |
Lifes / Deaths | Killed by thought-forged bowman at level 17 on the 52nd Haze 122nd year of Ascendancy at 01:34 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 58 (base 43) |
Dexterity | 15 (base 13) |
Constitution | 15 (base 12) |
Magic | 4 (base 2) |
Willpower | 53 (base 40) |
Cunning | 23 (base 10) |
Resources
Life | -42/821 |
Stamina | 240/270 |
Equilibrium | 55 |
Healing Factor | 1.1560311219418 |
Regeneration | 10.722283347107 |
Speed
Mental | +10.286604772583% |
Attack | +10.286604772583% |
Movement | +22.60995032651% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 3 |
See Invisible | 6 |
Offense: Mainhand
Damage | 60 |
Accuracy | 45 |
Crit Chance | 22% |
APR | 2 |
Speed | 0.91 |
Offense: Offhand
Damage | 29 |
Accuracy | 45 |
Crit Chance | 22% |
APR | 5 |
Speed | 0.91 |
Offense: Spell
Spellpower | 2 |
Crit Chance | 5% |
Speed | 1 |
Offense: Mind
Mindpower | 36 |
Crit Chance | 16% |
Speed | 0.90672843004104 |
Offense: Damage Bonus
Blight | +3% |
Acid | +9% |
Mind | +9% |
Nature | +4% |
Offense: Damage Penetration
Physical | +15% |
Defense: Base
Armour (hardiness) | 31.317011280365 (72.903125182002%) |
Defense | 28 |
Ranged Defense | 28 |
Fatigue | 9 |
Physical Save | 31 |
Spell Save | 26 |
Mental Save | 28 |
Defense: Resistances
Acid | + 9%( 70%) |
Blight | + 21%( 70%) |
Arcane | 0%( 70%) |
Cold | + 11%( 70%) |
All | 0%( 70%) |
Physical | + 3%( 70%) |
Lightning | + 2%( 70%) |
Light | + 3%( 70%) |
Temporal | + 9%( 70%) |
Mind | + 6%( 70%) |
Darkness | + 6%( 70%) |
Fire | + 3%( 70%) |
Nature | + 47%( 70%) |
Defense: Immunities
Stun Resistance | 42% |
Bleed Resistance | 50% |
Confusion Resistance | 10% |
Disarm Resistance | 22% |
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (4/4)
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 574% 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: 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: WildUse 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 cure yourself of one random magical and physical effect and reduce all damage taken by 20% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 158 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Sand drake aspect | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Wild-gift / Storm drake aspect | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Venom drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Race / Krog | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Wild-gift / Antimagic | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | 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 have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one honey tree root. Keep a firm grip on it. These things will dig themselves right back into the ground if you drop them.' * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one skeleton mage skull. If the eyes are still glowing, please bash it around a bit until they fade. I'll not have another one of those coming alive and wreaking havoc in my lab.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * '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've found the needed ritch stinger. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
On feet | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.crit +1.0% Res.pen +15% physical ----- def ----- Armour +3 Defense +3 (+1 eff.) Fatigue +2% Resists +9% acid Phys.save +9 (+5 eff.) Die.at -20.00 life Evasion: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 16% chance to evade melee and ranged attacks and 7 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +1 Str +3 Mag +2 Wil dps ---------- On Hit (Melee): * 20% chance to slow global speed by 50% ----- def ----- Resists +6% blight Spell.save +3 (+1 eff.) Max.HP +41.00 ---------- 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. |
On head | ![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +1 Wil +1 Con dps ---------- Dmg.mod +3% blight ----- def ----- Armour +3 Fatigue +5% Resists +6% blight Crit.chn- 15.00% 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 134.3 Physical damage. If the attack hits, the target is confused (28% 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.0 T2 hands armor [Random Unique] Disrupt/Master While equipped: Stats +3 Str +3 Dex dps ---------- Phys.pwr +6 (+2 eff.) Acc +13 (+4 eff.) On Hit (Melee): * 20% chance to slow global speed by 50% On Melee Ret: * 17 arcane resource burn ----- def ----- Armour +2 Resists +3% light Spell.save +10 (+5 eff.) Unarmed combat: Power 20.0 - 22.0 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Acc +5 Apr +3 Crit +8.0% Atk.spd 100% On Hit: * 18 arcane resource burn 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 Str dps ---------- Dmg.mod +9% mind ----- def ----- Resists +6% darkness Max.HP +122.00 HP.reg +2.00 Confus- +10% ---------- misc Max.stam +15.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+3 eff.) Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +5 Cun +6 Wil dps ---------- Mind.pwr +6 (+3 eff.) Melee Ret 2 acid ----- def ----- Resists +9% blight +9% temporal ---------- misc Max.hate +2.00 Max.psi +10.00 Rings make your fingers look great! |
Around neck | ![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Str +1 Mag +1 Wil dps ---------- Melee Ret 2 darkness ----- def ----- Resists +6% mind Heal.mod +11% Cut- +50% ---------- misc Infravis +3 Heal: Puts all charms on 35 cooldown Level 1.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 172 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
In main hand | ![]() 3.0 T1 waraxe 1H weapon [Rare] Master Power 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +8 mind +4 acid On Crit: * Wound the target dealing 214 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +5.0% Mind.crit +3% Phys.pwr +6 (+2 eff.) Dmg.mod +9% acid Melee Ret 4 acid ---------- misc Psi/ret +0.12 One-handed war axes. |
Around 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. |
In off hand | ![]() 3.0 T1 waraxe 1H weapon [Rare] Master Power 11.0 - 15.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +3.5% Atk.spd 100% Melee+ +8 lightning On Hit.r1 +4 physical While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +6 (+3 eff.) Resists +9% cold Die.at -20.00 life Disarm- +22% One-handed war axes. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +4 Cun +1 Wil dps ---------- On Hit (Melee): * 20% chance to reduce armor by 6% ----- def ----- Defense +7 (+3 eff.) Phys.save +7 (+4 eff.) ---------- misc Light +2 See.Invis +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 14.0 T4 heavy armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +1 Cun ----- def ----- Armour +11 Defense +11 (+5 eff.) Fatigue +12% Mind.save +11 (+6 eff.) A suit of armour made of mail. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 147 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 257 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 27% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed 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... |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% lightning Stun/Frz- +20% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +3 Str +4 Con dps ---------- Spell.pwr +10 (+5 eff.) ----- def ----- Resists +7% physical +5% arcane +9% cold ---------- misc Stam/turn +0.20 Vim/s.crit +1.00 Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 5.0 T1 greatmaul 2H weapon [Unique] Master Power 30.0 - 51.0 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 36% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
![]() 3.0 T1 mace 1H weapon [Rare] Master Power 19.0 - 26.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% While equipped: Stats +2 Str dps ---------- Melee Ret 2 mind ----- def ----- Armour +4 Resists +9% lightning Blunt and deadly. |
![]() 3.0 T2 mace 1H weapon [Ego] Nature/Master Power 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +5 nature While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +6 (+3 eff.) Disarm- +22% Blunt and deadly. |
![]() 3.0 T1 waraxe 1H weapon [Rare] Master Power 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +4 nature On Hit: * 10% chance to reduce damage dealt by 20% While equipped: dps ---------- Mind.crit +2% Acc +6 (+2 eff.) ----- def ----- Defense +6 (+3 eff.) Resists +6% darkness Disarm- +23% ---------- misc Equi/ret +0.08 One-handed war axes. |
![]() 1.0 T4 dagger 1H weapon Reqs Dex 35 [Random Unique] Arcane/Master Power 36.0 - 46.8 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +24 blight On Hit: * 22% chance to reduce strength, dexterity, and constitution by 5 While equipped: Stats +3 Str +2 Mag ----- def ----- Resists +9% fire ---------- misc See.Invis +6 Sharp, short and deadly. |
![]() 3.0 T2 arrow ammo Reqs Dex 16 [Random Unique] Arcane/Psionic Power 17.0 - 23.8 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 23 Rld cld 4 Ranged+ +8 cold +8 physical On Hit.r1 +20 cold On Hit: * 20% chance to knock the target back 3 spaces and deal 145 physical damage * 25% chance for lightning to strike from the target to a second target dealing 15 damage Arrows are used with bows to pierce your foes to death. |
![]() 7.0 T1 shield armor Reqs Shield usage training [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Random Unique] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Res.pen +5% nature ----- def ----- Armour +6 Fatigue +8% Resists +6% lightning +36% cold +17% fire ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 9.0 T1 light armor [Rare] Nature While equipped: Stats +1 Str dps ---------- Phys.crit +2.0% Mind.crit +1% Melee Ret 2 mind 4 darkness ----- def ----- Armour +4 Defense +18 (+9 eff.) Fatigue +6% Resists +6% acid +6% cold ---------- misc Breathe water A suit of armour made of leather. |
![]() 17.0 T1 massive armor Reqs Massive armour training [Ego+] Master/Psionic While equipped: Stats +1 Cun ----- def ----- Armour +16 Defense +5 (+2 eff.) Fatigue +22% Mind.save +11 (+6 eff.) Disease- +15% A suit of armour made of metal plates. It was changed by the digestive sack. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Wil dps ---------- Mind.pwr +15 (+6 eff.) ----- def ----- Max.HP +33.00 Pinning- +10% A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Dex dps ---------- Res.pen +10% mind Melee Ret 8 mind ----- def ----- Resists +6% fire +6% cold Crit.chn- 5.00% ---------- misc Light +2 A belt that goes around your waist. |
![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Mag dps ---------- Phys.crit +1.0% Phys.pwr +1 (+0 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 20% ----- def ----- Defense +1 (+0 eff.) Fatigue -3% ---------- misc Infravis +1 See.Invis +9 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 ---------- Res.pen +10% fire Melee Ret 2 lightning ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +3% light +11% cold ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Cun +2 Str dps ---------- Phys.crit +1.0% Phys.pwr +20 (+6 eff.) ----- def ----- Armour +3 Fatigue +2% Resists +12% acid HP.reg +2.00 Heal.mod +11% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +9% arcane Melee Ret 2 fire ----- def ----- Armour +3 Fatigue +2% Resists +11% fire +5% arcane +6% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Unarmed combat: Power 6.0 - 6.6 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.0% Atk.spd 100% Melee+ +10 fire Dmg.conv 100% fire On Hit: 30% Flamespit 3 Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 45.13 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +1 Cun dps ---------- Dmg.mod +3% darkness Res.pen +5% fire ----- def ----- Armour +1 Fatigue +1% Crit.chn- 15.00% HP.reg +2.00 ---------- misc Stam/turn +0.60 Max.stam +12.00 Unarmed combat: Power 10.0 - 14.0 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% On Hit: 10% Nightmare 1 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Nature/Disrupt/Psionic While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Melee+ 6 lightning Dmg.mod +4% lightning Acc +7 (+2 eff.) Apr +6 ----- def ----- Armour +2 Fatigue +3% Resists +8% blight +9% nature +3% darkness +5% lightning Spell.save +8 (+4 eff.) HP.reg +3.00 ---------- misc Stam/turn +0.50 Max.stam +10.00 Unarmed combat: Power 18.5 - 25.9 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +16 Crit +8.0% Atk.spd 83% On Crit.r2 +7 lightning On Hit: 10% Nightmare 3 On Hit: 10% Lightning Breath 3 On Hit: * 13% chance to slow global speed by 50% * 13% chance to reduce armor by 6% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +4 Dex dps ---------- Crit.mult +5.00% Phys.pwr +10 (+3 eff.) Melee Ret 6 physical ----- def ----- Armour +1 Fatigue +1% ---------- misc Stam/turn +1.00 A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% light On Hit (Melee): * 10% chance to reduce armor by 6% ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +5% temporal A cap made of leather. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +12% acid Res.pen +5% acid ----- def ----- Armour +3 Fatigue +5% Resists +12% acid +11% cold +6% nature ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +6% lightning +9% cold +9% light Res.pen +5% light ----- def ----- Armour +3 Fatigue +5% ---------- misc Light +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 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. |
![]() 2.0 T1 lite [Rare] Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +6% cold Res.pen +20% fire +5% cold ---------- misc Equi/ret +0.12 Max.hate +4.00 Light +6 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. |
![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(110 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 T1 lite [Rare] Master While equipped: Stats +2 Con dps ---------- Dmg.mod +6% acid +6% fire On Hit (Melee): * 10% chance to reduce armor by 6% ---------- misc Light +6 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. |
![]() 3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str +2 Wil dps ---------- Dmg.mod +6% nature +12% lightning ----- def ----- Resists +11% nature ---------- misc Max.hate +2.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 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 298/400 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 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 100 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Achievements
By Kryrmic the Krog Wyrmic level 7
5th Mirth 122nd year of Ascendancy at 23:57 see stats
By Kryrmic the Krog Wyrmic level 10
3rd Summertide 122nd year of Ascendancy at 08:22 see stats
By Kryrmic the Krog Wyrmic level 6
78th Pyre 122nd year of Ascendancy at 05:41 see stats
By Kryrmic the Krog Wyrmic level 15
46th Dusk 122nd year of Ascendancy at 14:28 see stats
Log
You feel a surge of power as a powerful creature falls nearby.
Emeloda the deformed brown bear's devouring flames area effect drains life from Vorimina the gloomy white wolf!
Emeloda the deformed brown bear's devouring flames area effect drains life from Kryrmic!
Emeloda the deformed brown bear's devouring flames area effect drains life from Deformed wolf!
Emeloda the deformed brown bear receives 3 healing from Vorimina the gloomy white wolf.
Emeloda the deformed brown bear's devouring flames area effect hits Vorimina the gloomy white wolf for 28 fire damage.
Emeloda the deformed brown bear's devouring flames area effect hits Deformed wolf for 17 fire damage.
Emeloda the deformed brown bear's devouring flames area effect hits Kryrmic for 14 fire damage.
Emeloda the deformed brown bear receives 2 healing from Deformed wolf.
Emeloda the deformed brown bear receives 1 healing from Kryrmic.
Deformed wolf misses Kryrmic.
Talent Resonance Field is ready to use.
Burning from Emeloda the deformed brown bear hits Kryrmic for 19 fire damage.
Emeloda the deformed brown bear recovers sight.
Crippling Poison from Kryrmic hits Emeloda the deformed brown bear for 35 nature damage.
Kryrmic uses Resonance Field.
A psychic field forms around Kryrmic.
Kryrmic hits Deformed wolf for 61 physical damage.
Emeloda the deformed brown bear uses Brain Storm.
Kryrmic killed Deformed wolf!
Emeloda the deformed brown bear hits Kryrmic for (29 resonance), 29 lightning (29 total damage).
Emeloda the deformed brown bear's devouring flames area effect drains life from Kryrmic!
Emeloda the deformed brown bear's devouring flames area effect hits Kryrmic for (8 resonance), 8 fire (8 total damage).
Talent Infusion: Healing is ready to use.
Burning from Emeloda the deformed brown bear hits Kryrmic for (11 resonance), 11 fire (11 total damage).
Thought-forged bowman uses Steady Shot.
Crippling Poison from Kryrmic hits Emeloda the deformed brown bear for 35 nature damage.
Thought-forged bowman's Steady Shot hits Kryrmic for (24 resonance), 24 physical (24 total damage).
Kryrmic the level 17 krog wyrmic was eviscerated to death by a thought-forged bowman on level 1 of Heart of the Gloom.