











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Nekarcos's Quality of Life 01: Effect Display (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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. 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. 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:
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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 Roguelike |
Sex | Male |
Race | Higher |
Class | Writhing One |
Level / Exp | 11 / 0% |
Size | medium |
Lifes / Deaths | Killed by venom drake at level 11 on the 76th Dusk 122nd year of Ascendancy at 11:48 / 1 |
Primary Stats
Strength | 18 (base 13) |
Dexterity | 11 (base 10) |
Constitution | 26 (base 13) |
Magic | 35 (base 30) |
Willpower | 13 (base 10) |
Cunning | 20 (base 20) |
Resources
Life | -14/351 |
Insanity | 100/100 |
Healing Factor | 1.1316586254954 |
Regeneration | 0.28291465637386 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +11.093867610317% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 29.602579952692 |
See Invisible | 29.602579952692 |
Offense: Mainhand
Damage | 14 |
Accuracy | 26 |
Crit Chance | 6% |
APR | 18 |
Speed | 1.00 |
Offense: Spell
Spellpower | 37 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 17 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Blight | +11% |
Arcane | +16% |
All | +6% |
Offense: Damage Penetration
Light | +5% |
Defense: Base
Armour (hardiness) | 9 (36%) |
Defense | 13 |
Ranged Defense | 13 |
Fatigue | 3 |
Physical Save | 15 |
Spell Save | 16 |
Mental Save | 20 |
Defense: Resistances
Fire | + 15%( 70%) |
Darkness | + 16%( 70%) |
Light | + 16%( 70%) |
Temporal | + 19%( 70%) |
Nature | + 13%( 70%) |
Physical | + 15%( 70%) |
Cold | + 18%( 70%) |
All | + 10%( 70%) |
Defense: Immunities
Disarm Resistance | 40% |
Pinning Resistance | 24% |
Instadeath Resistance | 100% |
Knockback Resistance | 22% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 183 life over 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 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 20% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 21 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 23 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. |
Class Talents
Demented / Horrific body | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Demented / Controlled horrors | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Tentacles | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Demented / Path of horror | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Higher | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
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 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | 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 AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * '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.' * '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.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed skeleton mage skull. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
Equipment
On feet | ![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Str +4 Mag +1 Con offense ------ Ignore resists +5% light On-Hit (Melee): * 10% chance to reduce damage dealt by 10% defense ------ Armor +3 Fatigue +2% other ------- Stamina/turn +0.30 Max stamina +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On hands | ![]() 1.5 Encumbrance T1 hands armor [Ego++] Arcane/Master While equipped: Stats +2 Str +2 Wil +8 Con defense ------ Armor +6 Hardiness +6% Fatigue +1% Resistance +5% physical Disease Resist +15% Disarm Resist +20% 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. It was changed by the digestive sack. |
On head | ![]() 2.0 Encumbrance T1 head armor [Ego] Arcane While equipped: offense ------ Damage +10% arcane defense ------ Defense +1 (+1 eff.) other ------- Max mana +15.00 A pointy cloth hat, very wizardly... |
Tool | ![]() 3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: Stats +2 Con offense ------ Critical power +15.00% defense ------ Defense +5 (+5 eff.) Resistance +6% light +6% darkness Mind save +3 (+1 eff.) A belt that goes around your waist. |
Main armor | ![]() 2.0 Encumbrance T1 cloth armor [Ego+] Arcane While equipped: offense ------ Spellpower +10 (+4 eff.) Damage +6% all defense ------ Resistance +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
In main hand | ![]() 3.0 Encumbrance T2 longsword 1H weapon [Random Unique] Arcane/Master Weapon Damage 113% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 64 damage On Critical: * Splash the target with acid dealing 107 damage over 5 turns and reducing armor and accuracy by 14 While equipped: offense ------ Accuracy +5 (+2 eff.) defense ------ Defense +6 (+6 eff.) Crit Resistance 10.00% Disarm Resist +20% Sharp, long, and deadly. |
Light source | ![]() 2.0 Encumbrance T1 lite [Ego] Arcane/Psionic While equipped: offense ------ When Hit 10 fire defense ------ Resistance +5% fire Mind save +6 (+3 eff.) other ------- Light +3 See Stealth +5 See Invisibility +5 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. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Str +2 Con offense ------ When Hit 6 light defense ------ Defense +1 (+1 eff.) Resistance +3% nature +9% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +10% temporal Pinning Resist +24% Knockbk Resist +22% Amulets make your neck look great! |
Inventory
![]() 3.0 Encumbrance T1 battleaxe 2H weapon [Ego] Arcane Weapon Damage 110% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% On-Hit, radius 1 +9 fire Massive two-handed battleaxes. |
![]() 1.0 Encumbrance T1 dagger 1H weapon [Rare] Master Weapon Damage 99% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-Hit, radius 1 +4 acid On Hit: * 20% chance to reduce strength, dexterity, and constitution by 20 While equipped: offense ------ Accuracy +6 (+3 eff.) On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 20 defense ------ Defense +6 (+6 eff.) Resistance +6% acid Disarm Resist +20% other ------- Light +2 Sharp, short and deadly. |
![]() 1.0 Encumbrance T1 dagger 1H weapon [Ego] Nature/Master Weapon Damage 100% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +6 nature While equipped: offense ------ Accuracy +6 (+3 eff.) defense ------ Defense +6 (+6 eff.) Disarm Resist +21% Sharp, short and deadly. |
![]() 1.0 Encumbrance T1 dagger 1H weapon [Ego] Arcane Weapon Damage 100% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-Hit, radius 1 +6 fire Sharp, short and deadly. |
![]() 1.0 Encumbrance T1 dagger 1H weapon [Ego] Arcane Weapon Damage 100% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-Hit, radius 1 +5 fire Sharp, short and deadly. |
![]() 4.0 Encumbrance T1 sling 1H weapon Reqs Shoot [Rare] Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +6 While equipped: Stats +4 Str +3 Cun offense ------ Physical Power +6 (+4 eff.) defense ------ Armor +4 Resistance +3% lightning +6% fire +3% temporal Knockbk Resist +10% Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 Encumbrance T1 staff 2H weapon [Ego] Arcane Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +8 (+3 eff.) Damage +10% darkness other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T1 staff 2H weapon [Ego] Arcane Weapon Damage 107% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +6 (+3 eff.) Damage +13% darkness other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T1 staff 2H weapon [Ego] Arcane Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+1 eff.) Spellpower/crit +3 Damage +10% arcane other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T1 waraxe 1H weapon [Rare] Master Weapon Damage 102% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-Hit, radius 1 +8 lightning While equipped: offense ------ Accuracy +6 (+3 eff.) defense ------ Defense +6 (+6 eff.) Resistance +6% darkness +5% arcane Disarm Resist +21% One-handed war axes. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: Stats +2 Wil offense ------ Ignore resists +20% mind +10% acid When Hit 2 mind defense ------ Resistance +6% blight +3% acid The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Ego] Arcane/Master While equipped: offense ------ Physical Power +4 (+3 eff.) defense ------ Resistance +6% light +5% darkness Spell save +5 (+4 eff.) other ------- Size +1 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: Stats +1 Wil offense ------ Mindpower +2 (+2 eff.) Damage +3% mind Ignore resists +20% cold defense ------ Resistance +9% mind +3% cold Physical save +6 (+5 eff.) A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Damage +9% acid Ignore resists +5% acid When Hit 6 cold On-Hit (Melee): * 10% chance to reduce armor by 30% defense ------ Armor +6 Defense +1 (+1 eff.) Resistance +21% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloth armor [Ego] Nature While equipped: offense ------ Damage +10% acid defense ------ Resistance +15% acid +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 cloth armor [Ego] Nature/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +3 (+3 eff.) Damage +10% fire defense ------ Resistance +7% all +15% fire Mind save +17 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 cloth armor [Ego] Arcane While equipped: offense ------ Spell Crit +2% Spellpower +3 (+1 eff.) defense ------ Resistance +7% all Spell save +15 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ When Hit 6 light defense ------ Armor +3 Fatigue +2% Resistance +9% lightning +6% temporal +3% cold Cut Resist +10% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 Encumbrance T1 feet armor [Ego] Arcane While equipped: offense ------ Move Speed +25% defense ------ Armor +1 A pair of boots made of leather. |
![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Dex offense ------ Damage +3% light +6% temporal Ignore resists +5% light defense ------ Armor +3 Fatigue +5% Resistance +3% light +6% cold Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +1 Str +4 Con offense ------ Physical Power +10 (+6 eff.) defense ------ Armor +3 Fatigue +5% Resistance +6% fire +6% cold 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] Nature/Master While equipped: Stats +3 Dex defense ------ Armor +1 Fatigue +1% Resistance +5% lightning +6% temporal A cap made of leather. |
![]() 3.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +2 Str defense ------ Armor +3 Fatigue +5% Resistance +5% fire +6% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T1 head armor [Normal] While equipped: defense ------ Armor +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +3 Wil offense ------ Damage +3% mind defense ------ Armor +3 Fatigue +5% Resistance +10% lightning +6% temporal other ------- Infravision +2 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] Nature/Master While equipped: Stats +2 Wil offense ------ Damage +10% nature defense ------ Defense +1 (+1 eff.) Resistance +15% nature Physical save +6 (+5 eff.) A pointy cloth hat, very wizardly... |
![]() 14.0 Encumbrance T1 heavy armor [Ego] Master While equipped: defense ------ Armor +9 Defense +2 (+2 eff.) Fatigue +12% Resistance +16% acid A suit of armour made of mail. |
![]() 9.0 Encumbrance T1 light armor [Ego] Disrupt While equipped: defense ------ Armor +2 Defense +3 (+3 eff.) Fatigue +6% Resistance +11% nature +10% blight A suit of armour made of leather. |
![]() 3.0 Encumbrance T1 digger tool [Normal] While equipped: Stats +1 Str While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance T1 lite [Ego] Psionic While equipped: Stats +3 Wil offense ------ Damage +5% mind 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. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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. |
![]() 3.0 Encumbrance T2 shot ammo Reqs Dex 16 [Ego] Arcane/Master Weapon Damage 127% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 43 On-ranged-hit +6 light Damage Against +8% Undead While equipped: other ------- Reload +1 Shots are used with slings to pummel your foes to death. |
![]() 2.0 Encumbrance T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 210 Base Damage: 105 Armor: 0 All Resist: 0 Puts all charms on 25 turn cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T1 wand charm [Ego+] Arcane Fire a magical bolt dealing 111 fire damage Puts all charms on 15 turn cooldown 100% to gain a 13% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Derek the Higher Writhing One level 10
74th Dusk 122nd year of Ascendancy at 09:28 see stats
By Derek the Higher Writhing One level 6
79th Pyre 122nd year of Ascendancy at 11:46 see stats
Log
Derek hits Venom wyrm for 15 physical, 53 darkness (68 total damage).
Melee retaliation hits Derek for (6 absorbed), 0 acid, (6 absorbed), 0 acid (0 total damage).
Venom wyrm regains their energy.
Venom wyrm hits Derek for (33 absorbed), 0 physical, 6 healing (0 total damage) [6 healing].
Melee retaliation hits Venom wyrm for 12 blight, 7 light, 13 fire (33 total damage).
Derek shrinks back.
Your shield crumbles under the damage!
The shield around Derek crumbles.
Derek hits Venom wyrm for 11 physical, 44 darkness (55 total damage).
Melee retaliation hits Derek for (0 absorbed), 8 acid, 8 acid (16 total damage).
Venom wyrm is free from the tendril.
Venom drake is free from the tendril.
Venom wyrm hits Derek for 51 physical, 6 healing (51 total damage) [6 healing].
Melee retaliation hits Venom wyrm for 12 blight, 7 light, 10 fire (29 total damage).
Welcome to level 11 [Derek].
Derek has 6 stat point(s), 3 class talent point(s), 1 generic talent point(s), 1 category point(s) to spend. Press p to use them.
Derek hits Venom wyrm for 13 physical, 66 lightning, 26 darkness (105 total damage).
Derek hits Venom drake for 74 lightning damage.
Melee retaliation hits Derek for 11 acid, 11 acid (22 total damage).
Derek killed Venom drake!
Venom wyrm breathes acid!
Venom drake breathes acid!
Venom wyrm shrugs off the effect 'Disarmed'!
Derek is disarmed!
Venom wyrm hits Derek for 229 acid damage.
Venom drake hits Venom wyrm for 0 acid damage.
Venom drake hits Derek for 125 acid damage.
Derek the level 11 higher writhing one was dissolved to death by a venom drake on level 2 of Ruins of Kor'Pul.