












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! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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 | Nightmare Adventure |
Sex | Female |
Race | Thalore |
Class | Wyrmic |
Level / Exp | 27 / 31% |
Size | big |
Lifes / Deaths | Killed by elven cultist at level 15 on the 19th Dusk 122nd year of Ascendancy at 01:59 2 / 5Killed by Bandit Leader Ce'Nossra at level 19 on the 74th Dusk 122nd year of Ascendancy at 12:13 Killed by Chanting Necromancer at level 26 on the 37th Regrowth 123rd year of Ascendancy at 17:52 Killed by Xanumina the cold drake at level 26 on the 57th Regrowth 123rd year of Ascendancy at 15:18 Killed by Isynn the ink squid at level 27 on the 22nd Pyre 123rd year of Ascendancy at 15:47 |
Antimagic | Follower |
Primary Stats
Strength | 126 (base 58) |
Dexterity | 26 (base 10) |
Constitution | 27 (base 11) |
Magic | 12 (base 10) |
Willpower | 88 (base 54) |
Cunning | 27 (base 10) |
Resources
Life | -19/1269 |
Equilibrium | 48 |
Psi | 168/168 |
Healing Factor | 1.1386945338482 |
Regeneration | 18.825171638687 |
Speed
Mental | +2.90723440879% |
Attack | +2.90723440879% |
Movement | +53.09386761032% |
Spell | 0% |
Global | +66.666666666667% |
Vision
Sight | 8 |
Lite | 2 |
Infravision | 3 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 142 |
Accuracy | 38 |
Crit Chance | 33% |
APR | 18 |
Speed | 0.97 |
Offense: Offhand
Damage | 100 |
Accuracy | 59 |
Crit Chance | 33% |
APR | 60 |
Speed | 0.97 |
Offense: Spell
Spellpower | 4 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 52 |
Crit Chance | 31% |
Speed | 0.97174897930653 |
Offense: Damage Bonus
Acid | +12% |
Blight | +12% |
Physical | +17% |
Cold | +24% |
All | 0% |
Darkness | +12% |
Light | +21% |
Lightning | +27% |
Fire | +12% |
Nature | +28% |
Offense: Damage Penetration
Acid | +19% |
Blight | +19% |
Physical | +19% |
Cold | +39% |
Lightning | +19% |
Light | +5% |
Darkness | +19% |
Fire | +19% |
Nature | +19% |
Defense: Base
Armour (hardiness) | 61.822125689674 (81.151787968034%) |
Defense | 20 |
Ranged Defense | 20 |
Fatigue | 0 |
Physical Save | 48 |
Spell Save | 45 |
Mental Save | 30 |
Defense: Resistances
Acid | + 37%( 70%) |
Blight | + 21%( 70%) |
Arcane | + 17%( 70%) |
Cold | + 32%( 70%) |
All | + 13%( 70%) |
Darkness | + 41%( 80%) |
Light | + 36%( 70%) |
Physical | + 23%( 70%) |
Lightning | + 18%( 70%) |
Fire | + 19%( 70%) |
Nature | + 43%( 70%) |
Defense: Immunities
Knockback Resistance | 70% |
Stun Resistance | 10% |
Instadeath Resistance | 100% |
Blind Resistance | 10% |
Inscriptions (4/4)
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 490 life over 5 turns. 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: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 292 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 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 40% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Class Talents
Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Wild-gift / Sand drake aspect | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Wild-gift / Venom drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Wild-gift / Fungus | 1.10 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Elemental Harmony |
talent | Psiblades |
talent | Icy Skin |
talent | Skate |
detrimental effect | Slowed by 50% and taking 116 crushing damage per turn. Imploding (slow) |
beneficial effect | You gain 30% resistance against nature. Resolve |
beneficial effect | Increases all resists by 4%. Elemental Harmony |
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 |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You successfully escorted the injured seer to the recall portal on level 3 of Norgos Lair. Escort: injured seer (level 3 of Norgos Lair)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved talent Skate (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)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 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 Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | 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. You have been shown a secret entrance to his stronghold. * 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 precision. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed green worm. * You've found the needed pouch of bone giant dust. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed snow giant kidney. * You've found the needed ice ant stinger. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed naga tongue. * You've found the needed warg claw. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Damage +12% cold defense ------ Armor +4 Fatigue -3% Resistance +12% cold +5% arcane +12% light Physical save +16 (+5 eff.) Life +80.00 other ------- Encumbrance +33 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 Encumbrance T3 lite [Ego++] Nature/Disrupt While equipped: Stats +4 Wil offense ------ Physical Crit +4.0% Critical power +12.00% Physical Power +7 (+2 eff.) defense ------ Resistance +3% all Spell save +7 (+2 eff.) other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 Encumbrance T4 head armor [Unique] Master While equipped: Stats +10 Str +10 Con offense ------ Damage +15% light defense ------ Armor +10 Fatigue +4% Resistance +15% light +25% darkness Max Resistance +10% darkness Resist unseen 33% other ------- Light -2 Sight -2 Blind-Fight: No penalty when attacking invisible/stealthed Lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early.. Uses 40 power out of 40/40 The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
On hands | ![]() 1.0 Encumbrance T2 hands armor [Ego++] Disrupt While equipped: offense ------ Physical Power +6 (+2 eff.) Accuracy +7 (+2 eff.) Ignore Armor +5 When Hit: * 23 arcane resource burn defense ------ Armor +2 Resistance +5% blight Spell save +23 (+7 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: Stats +2 Dex +4 Mag +1 Wil offense ------ Ignore resists +15% cold On-Hit (Melee): * 20% chance to slow global speed by 59% defense ------ Crit Resistance 15.00% Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil offense ------ Damage +5% physical defense ------ Armor +5 Resistance +5% physical Physical save +12 (+4 eff.) Knockbk Resist +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: offense ------ Move Speed +12% Accuracy +8 (+3 eff.) defense ------ Defense +7 (+4 eff.) Blinding Speed: Puts all charms on 40 cooldown Effective talent level: 5.2 Power cost 40 out of 40/40. Range melee/personal Cooldown: 55 Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 41% for 5 turns. Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Master While equipped: Stats +4 Dex +5 Cun +5 Con offense ------ Move Speed +10% Damage +15% lightning +6% light Ignore resists +5% light When Hit 4 lightning On-Hit (Melee): * 20% chance to reduce armor by 9% defense ------ Fatigue -6% Life Regen +2.00 other ------- Stamina/turn +0.60 Amulets make your neck look great! |
In main hand | ![]() 3.0 Encumbrance T3 longsword 1H weapon [Rare] Psionic Weapon Damage 22.0 - 30.8 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On-hit +10 mind +4 darkness On Hit: * 20% chance to reduce damage dealt by 26% * 16% chance to reduce all saves and defense by 32 While equipped: Stats +3 Cun +2 Wil offense ------ Damage +12% nature On-Hit (Melee): * 20% chance to slow global speed by 59% defense ------ Resistance +6% darkness Sharp, long, and deadly. |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Ego++] Master While equipped: Stats +7 Dex +9 Cun +6 Lck offense ------ Physical Crit +7.0% Mind Crit +8% defense ------ Stealth +5 other ------- Disarm Traps +8 Infravision +3 A belt that goes around your waist. |
In off hand | ![]() 3.0 Encumbrance T3 mindstar 1H weapon [Rare] Nature Weapon Damage 10.0 - 11.0 Nature Uses 93% Wil, 56% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +46 Critical Rate +3.5% Attack Speed 100% On-hit +12 physical On-Hit, radius 1 +16 cold While equipped: offense ------ Mind Crit +3% Mindpower +21 (+7 eff.) Ignore resists +5% cold other ------- Stamina/turn +2.00 Max stamina +10.00 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 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Physical Power +20 (+5 eff.) Ignore Armor +2 When Hit 2 lightning defense ------ Defense +1 (+1 eff.) Life +32.00 other ------- Max stamina +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 Encumbrance T4 massive armor [Rare] Master While equipped: Stats +2 Str +3 Wil offense ------ Ignore Shields +30% When Hit 4 arcane defense ------ Armor +13 Fatigue +22% Resistance +22% acid Spell save +9 (+3 eff.) other ------- Mana-on-crit +2.00 A suit of armour made of metal plates. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 528% 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 Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +10% acid defense ------ Resistance +20% acid Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Wil defense ------ Mind save +6 (+3 eff.) Life +21.00 Disarm Resist +21% Pinning Resist +22% Knockbk Resist +20% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Master While equipped: Stats +4 Str defense ------ Armor +8 Rings make your fingers look great! |
![]() 3.0 Encumbrance T1 battleaxe 2H weapon [Normal] Weapon Damage 14.5 - 21.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T1 battleaxe 2H weapon [Ego+] Master Weapon Damage 12.5 - 18.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Ignore resists +7% physical Accuracy +9 (+3 eff.) Ignore Armor +9 Massive two-handed battleaxes. |
![]() 5.0 Encumbrance T1 greatmaul 2H weapon [Unique] Master Weapon Damage 30.0 - 51.0 Physical Uses 130% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +7 Critical Rate +1.5% Attack Speed 100% While equipped: Shattering Blow: Effective talent level: 2.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 13 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 a temporary damage shield there is 36% chance to shatter it. 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! |
![]() 5.0 Encumbrance T1 greatmaul 2H weapon [Ego] Arcane Weapon Damage 17.0 - 25.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +0.5% Attack Speed 100% On-hit +7 light Damage Against +7% Undead On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Massive two-handed mauls. |
![]() 3.0 Encumbrance T3 greatsword 2H weapon [Ego+] Master Weapon Damage 35.5 - 56.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +7.0% Massive two-handed swords. |
![]() 3.0 Encumbrance T5 greatsword 2H weapon [Random Unique] Arcane/Master Weapon Damage 63.5 - 101.6 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% On-hit +12 light On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: offense ------ Critical power +5.00% Ignore resists +7% physical Accuracy +20 (+7 eff.) Ignore Armor +13 defense ------ Defense +5 (+3 eff.) other ------- Light +3 Massive two-handed swords. |
![]() 3.0 Encumbrance T1 mace 1H weapon [Ego] Disrupt/Master Weapon Damage 18.5 - 25.9 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% On Hit: * 6% chance to slow global speed by 59% Blunt and deadly. |
![]() 3.0 Encumbrance T1 mindstar 1H weapon [Unique] Nature Weapon Damage 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +15 Critical Rate +7.0% Attack Speed 100% Damage Conversion 30% poison While equipped: offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) Damage +10% nature defense ------ Resistance +10% nature Poison Resist +50% Spit Poison: Effective talent level: 2.0 Power cost 8 out of 8/8. Range 10 Cooldown: 6 Travel.spd instantaneous Is: a nature gift Description: Spit poison at your target, doing 303.97 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
![]() 3.0 Encumbrance T1 waraxe 1H weapon [Unique] Arcane Weapon Damage 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +12.0% Attack Speed 100% Lifesteal +10% Damage Conversion 25% blight While equipped: offense ------ Damage +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
![]() 3.0 Encumbrance T2 waraxe 1H weapon [Ego+] Master/Psionic Weapon Damage 15.0 - 21.0 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +8 mind On Hit: * 16% chance to reduce all saves and defense by 32 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +2 Cun +2 Wil offense ------ Physical Crit +6.0% One-handed war axes. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +1 Cun offense ------ Physical Crit +3.0% Critical power +6.00% Physical Power +3 (+1 eff.) Mindpower +20 (+6 eff.) Spellpower/crit +2 Damage +3% light other ------- Equi when Hit +0.12 Max mana +20.00 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +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 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats +1 Mag +2 Wil offense ------ Critical power +10.00% defense ------ Resistance +6% nature +6% lightning Mind save +12 (+6 eff.) Life Regen +1.80 Healmod +14% A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Ego] Master/Psionic While equipped: offense ------ Mindpower +3 (+1 eff.) defense ------ Resistance +6% cold +6% fire Physical save +5 (+1 eff.) A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Str +2 Con offense ------ Damage +6% arcane +6% mind Ignore resists +15% mind defense ------ Defense +1 (+1 eff.) Resistance +3% mind other ------- Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 Encumbrance T4 feet armor [Unique] Psionic While equipped: offense ------ Physical Power +12 (+3 eff.) Ignore Armor +15 defense ------ Armor +12 Defense +2 (+1 eff.) Fatigue +8% Spell save +10 (+3 eff.) Mind save +10 (+5 eff.) Life +80.00 Stun Resist +40% other ------- Masteries +0.20 Cursed/Endless hunt +0.20 Cunning/Trapping +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 32 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +1 Cun +3 Dex offense ------ Move Speed +10% Ignore resists +15% light On-Hit (Melee): * 20% chance to reduce all saves and defense by 32 defense ------ Armor +3 Fatigue -3% Life +32.00 other ------- Stamina/turn +0.20 See Invis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +3 Fatigue +2% other ------- Stamina/turn +0.40 Max stamina +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 Encumbrance T4 hands armor [Rare] Master While equipped: Stats +3 Str +4 Wil +5 Con offense ------ Spellpower +30 (+6 eff.) Damage +6% mind Ignore resists +25% darkness Ignore Shields +20% defense ------ Armor +3 Fatigue +5% Resistance +6% mind Disarm Resist +45% other ------- Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 Encumbrance T2 hands armor [Unique] Nature While equipped: Stats +5 Wil offense ------ Damage +10% fire defense ------ Armor +4 Resistance +18% fire +10% darkness +10% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire Breath: Effective talent level: 2.6 Power cost 24 out of 24/24. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 657.11 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
![]() 1.5 Encumbrance T1 hands armor [Ego] Nature While equipped: offense ------ On-Hit 5 fire Damage +3% fire defense ------ Armor +1 Fatigue +1% Resistance +5% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T2 hands armor [Ego++] Disrupt/Master While equipped: offense ------ Physical Power +9 (+3 eff.) Accuracy +6 (+2 eff.) Ignore Armor +9 defense ------ Armor +6 Fatigue +3% Resistance +5% blight Spell save +13 (+4 eff.) Mind save +7 (+4 eff.) Life +52.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T1 hands armor [Ego] Nature While equipped: offense ------ On-Hit 6 lightning Damage +4% lightning defense ------ Armor +1 Fatigue +1% Resistance +6% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str +1 Con offense ------ On-Hit (Melee): * 20% chance to reduce damage dealt by 26% defense ------ Armor +1 Fatigue +1% Resistance +6% nature Life Regen +4.00 Blind Resist +10% A cap made of leather. |
![]() 3.0 Encumbrance T3 head armor [Random Unique] Nature/Master While equipped: Stats +3 Str +3 Dex +3 Wil +2 Con offense ------ Damage +3% physical defense ------ Armor +10 Defense +6 (+3 eff.) Fatigue +4% Resistance +7% lightning +8% temporal +4% all Physical save +7 (+2 eff.) Mind save +8 (+4 eff.) other ------- Stamina/turn +2.00 Light +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 Encumbrance T1 head armor [Ego++] Master While equipped: Stats +3 Str +3 Dex +3 Cun offense ------ Ignore Armor +5 defense ------ Armor +1 Fatigue +1% Skullcracker: Puts all charms on 20 cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 683.6 Physical damage. If the attack hits, the target is confused (33% 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. |
![]() 3.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +2 Con defense ------ Armor +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 Encumbrance T1 heavy armor [Normal] While equipped: defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
![]() 17.0 Encumbrance T2 massive armor [Ego++] Nature/Psionic While equipped: Stats +3 Cun +3 Wil defense ------ Armor +9 Fatigue +22% Mind save +11 (+6 eff.) Life +20.00 Life Regen +3.00 Healmod +12% A suit of armour made of metal plates. |
![]() 17.0 Encumbrance T1 massive armor [Ego] Master While equipped: defense ------ Armor +13 Fatigue +22% Resistance +16% fire A suit of armour made of metal plates. |
![]() 17.0 Encumbrance T2 massive armor [Ego+] Nature/Master While equipped: defense ------ Armor +14 Fatigue +22% Resistance +7% acid +5% physical +7% fire +6% cold +7% lightning Disarm Resist +20% Stun Resist +21% Knockbk Resist +22% other ------- Cooldown Rush -5 A suit of armour made of metal plates. |
![]() 7.0 Encumbrance T1 shield armor [Ego] Master When used to Attack: Weapon Damage 9.0 - 10.8 Physical Uses 100% Str Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +2.5% Block +37 While equipped: defense ------ Armor +4 Fatigue +8% Resistance +16% fire other ------- Talents +1 Block Handheld deflection devices. |
![]() 3.0 Encumbrance T1 arrow ammo [Ego] Arcane Weapon Damage 15.0 - 21.0 Physical Uses 70% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +1.0% Capacity 20 On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Arrows are used with bows to pierce your foes to death. |
![]() 0.0 Encumbrance 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 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T3 digger tool [Rare] Psionic While equipped: Stats +2 Str offense ------ Damage +9% mind +8% fire Accuracy +10 (+3 eff.) Ignore Armor +2 defense ------ Mind save +9 (+5 eff.) Unlife -60.00 life other ------- Stamina/turn +3.00 Max stamina +30.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +2 Str defense ------ Fatigue -4% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+0 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 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Ignore resists +5% mind On-Hit (Melee): * 10% chance to reduce all saves and defense by 32 defense ------ Resistance +9% mind +9% light +3% nature Life +40.00 other ------- 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. |
![]() 2.0 Encumbrance T1 lite [Normal] While equipped: other ------- 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. |
![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Physical Crit +2.0% defense ------ Defense +10 (+5 eff.) Resistance +6% acid +15% fire Life +44.00 other ------- Stamina/turn +1.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+1 eff.) defense ------ Mind save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 12 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +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. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 Encumbrance 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 Encumbrance 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. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Brancwin the Thalore Wyrmic level 17
41st Dusk 122nd year of Ascendancy at 08:56 see stats
By Brancwin the Thalore Wyrmic level 14
2nd Dusk 122nd year of Ascendancy at 03:30 see stats
By Brancwin the Thalore Wyrmic level 21
75th Dusk 122nd year of Ascendancy at 14:29 see stats
By Brancwin the Thalore Wyrmic level 26
39th Regrowth 123rd year of Ascendancy at 07:50 see stats
By Brancwin the Thalore Wyrmic level 10
2nd Mirth 122nd year of Ascendancy at 22:52 see stats
By Brancwin the Thalore Wyrmic level 20
74th Dusk 122nd year of Ascendancy at 14:16 see stats
By Brancwin the Thalore Wyrmic level 25
30th Haze 122nd year of Ascendancy at 06:57 see stats
By Brancwin the Thalore Wyrmic level 25
33rd Regrowth 123rd year of Ascendancy at 14:29 see stats
By Brancwin the Thalore Wyrmic level 11
5th Mirth 122nd year of Ascendancy at 03:34 see stats
By Brancwin the Thalore Wyrmic level 24
4th Haze 122nd year of Ascendancy at 11:15 see stats
Log
You collect a new ingredient: vial of squid ink (1).
Brancwin hits Ink squid for 188 physical, 4 darkness, 9 mind, 131 nature (332 total damage).
Brancwin killed Ink squid!
Brancwin is no longer attuned.
Brancwin performs a melee critical strike against Giant eel!
Brancwin performs a melee critical strike against Giant eel!
Brancwin hits Giant eel for 362 physical damage.
Brancwin killed Giant eel!
Talent Swallow is ready to use.
Brancwin shrugs off the effect 'Blinded'!
Brancwin is being crushed.
Brancwin shrugs off the effect 'Immobilized'!
Something hits Brancwin for 126 physical damage.
Imploding (slow) from Isynn the ink squid hits Brancwin for 126 physical damage.
Brancwin picks up (9.): quartz.
Imploding (slow) from Isynn the ink squid hits Brancwin for 126 physical damage.
Brancwin's mind surges with critical power!
Brancwin attunes to the damage.
Brancwin HEALS from nature damage!
Isynn the ink squid's Beyond the Flesh hits Brancwin for 51 physical, 14 nature, 5 healing, 21 fire, 19 lightning (105 total damage) [5 healing].
Brancwin gains 0% of a turn from Ancestral Life.
Imploding (slow) from Isynn the ink squid hits Brancwin for 122 physical damage.
Isynn the ink squid uses Telekinetic Smash.