











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 | Cornac |
Class | Writhing One |
Level / Exp | 20 / 79% |
Size | medium |
Lifes / Deaths | Killed by fire drake hatchling at level 20 on the 66th Regrowth 123rd year of Ascendancy at 20:36 / 1 |
Primary Stats
Strength | 17 (base 14) |
Dexterity | 14 (base 10) |
Constitution | 20 (base 13) |
Magic | 62 (base 48) |
Willpower | 10 (base 10) |
Cunning | 38 (base 34) |
Resources
Life | -314/542 |
Mana | 205/234 |
Insanity | 20/100 |
Healing Factor | 1.0870588855781 |
Regeneration | 0.27176472139452 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +11.09386761032% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 10 |
See Stealth | 33.415410021227 |
See Invisible | 39.415410021227 |
Offense: Mainhand
Damage | 49 |
Accuracy | 55 |
Crit Chance | 11% |
APR | 10 |
Speed | 1.00 |
Offense: Spell
Spellpower | 50 |
Crit Chance | 17% |
Speed | 1 |
Offense: Mind
Mindpower | 23 |
Crit Chance | 13% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +26% |
Physical | +17% |
All | +2% |
Offense: Damage Penetration
Darkness | +15% |
Lightning | +5% |
Acid | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 10 (30%) |
Defense | 3 |
Ranged Defense | 3 |
Fatigue | 0 |
Physical Save | 25 |
Spell Save | 30 |
Mental Save | 20 |
Defense: Resistances
Nature | + 24%( 70%) |
Lightning | + 38%( 70%) |
Light | + 19%( 70%) |
Temporal | + 28%( 70%) |
Blight | + 27%( 70%) |
Arcane | + 21%( 70%) |
Darkness | + 54%( 70%) |
All | + 17%( 70%) |
Defense: Immunities
Pinning Resistance | 45% |
Teleport Resistance | 10% |
Instadeath Resistance | 100% |
Knockback Resistance | 44% |
Disarm Resistance | 44% |
Poison Resistance | 11% |
Blind Resistance | 100% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 acid, 3 physical, 4 light, 5 fire |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 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 82 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 245 damage for 3 turns. Its effects scale with your Magic stat. |
Class Talents
Demented / Friend of the worm | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Horrific body | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Demented / Controlled horrors | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Demented / Path of horror | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Staff combat | 1.20 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 2/5 |
| 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 successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Spell / Staff combat (at mastery 1.00). | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Track (+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 have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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. | 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 the fox. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed hummerhorn wing. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed length of troll intestine. * '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.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed xorn fragment. * You've found the needed honey tree root. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed orc heart. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * '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.' | 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 |
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 within | active |
Equipment
On feet | ![]() 2.0 Encumbrance T3 feet armor [Rare] Nature While equipped: offense ------ Ignore resists +10% acid +15% darkness Accuracy +30 (+8 eff.) defense ------ Armor +3 Resistance +8% lightning +8% temporal Physical save +9 (+4 eff.) other ------- Stamina/turn +2.00 A pair of boots made of leather. |
Light source | ![]() 2.0 Encumbrance T1 lite [Ego++] Arcane/Psionic While equipped: offense ------ Spell Crit +3% Mind Crit +4% Spellpower +4 (+1 eff.) Mindpower +4 (+2 eff.) defense ------ Resistance +6% blight +6% darkness Mind save +5 (+3 eff.) other ------- Light +3 Infravision +4 See Invisibility +6 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 25 turn cooldown Effective talent level: 1.0 Power cost 25 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 17 blight damage or heals 25 life. Creatures standing in the retch also have 9% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. 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 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str offense ------ Ignore resists +5% lightning defense ------ Armor +3 Fatigue +5% Resistance +9% lightning +5% arcane +3% nature Unlife -60.00 life Teleport Resist +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 Encumbrance T3 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 652 Base Damage: 278 Armor: 14 All Resist: 9 Puts all charms on 27 turn cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Life +21.00 Disarm Resist +22% Pinning Resist +21% Knockbk Resist +24% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego+] Nature/Master While equipped: defense ------ Resistance +6% nature +6% blight Life +20.00 Poison Resist +11% Disease Resist +10% Disarm Resist +22% Pinning Resist +24% Knockbk Resist +20% Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: Stats +4 Mag other ------- Mana/turn +0.12 Max mana +20.00 A belt that goes around your waist. |
In main hand | ![]() 5.0 Encumbrance T1 staff 1H weapon [Rare] Master Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+1 eff.) Damage +10% darkness defense ------ Armor +2 Resistance +3% darkness +6% temporal Life +20.00 other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +4 Dex +4 Cun +2 Con offense ------ Damage +15% physical Accuracy +8 (+3 eff.) Ignore Armor +8 defense ------ Armor +2 Resistance +9% lightning +3% light Physical save +9 (+4 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 17 turn cooldown Effective talent level: 3.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 2.0 Encumbrance T3 cloth armor [Ego] Arcane While equipped: offense ------ Spell Crit +4% Spellpower +3 (+1 eff.) Damage +14% darkness defense ------ Resistance +21% darkness +11% all Spell save +15 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Ego+] Nature While equipped: offense ------ Accuracy +18 (+5 eff.) defense ------ Defense +1 (+1 eff.) Fatigue -5% Life +41.00 other ------- Max stamina +11.00 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 T2 amulet jewelry [Unique] Arcane While equipped: offense ------ Spellpower +5 (+2 eff.) defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Inventory
![]() 0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+2 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +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 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +11% lightning Stun Resist +20% Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex offense ------ Damage +11% blight Accuracy +6 (+2 eff.) defense ------ Resistance +11% blight Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 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] Nature While equipped: Stats +2 Con offense ------ Damage +11% physical defense ------ Resistance +11% physical Physical save +4 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Con defense ------ Physical save +6 (+3 eff.) Mind save +6 (+3 eff.) Confus Resist +24% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str defense ------ Armor +6 Blind Resist +20% other ------- Infravision +4 See Stealth +8 See Invisibility +8 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag defense ------ Spell save +6 (+3 eff.) Rings make your fingers look great! |
![]() 1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 16 [Ego+] Master Weapon Damage 102% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Critical: * Wound the target dealing 132 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +7.0% Physical Power +5 (+3 eff.) Sharp, short and deadly. |
![]() 1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Ego++] Master Weapon Damage 117% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% While equipped: offense ------ Ignore resists +8% physical +7% all Accuracy +23 (+7 eff.) Ignore Armor +12 Sharp, short and deadly. |
![]() 3.0 Encumbrance T1 longsword 1H weapon [Rare] Master Weapon Damage 114% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On-hit +12 physical While equipped: Stats +3 Dex +3 Con offense ------ Damage +6% physical defense ------ Resistance +12% light Physical save +9 (+4 eff.) Sharp, long, and deadly. |
![]() 3.0 Encumbrance T3 longsword 1H weapon Reqs Str 24 [Ego++] Arcane Weapon Damage 125% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On Hit: 20% Curse of Defenselessness level 3 On Hit: * Create an explosion dealing 86 acid damage (1/turn) While equipped: offense ------ Damage +8% acid Ignore resists +5% acid Sharp, long, and deadly. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon Reqs Wil 18 [Unique] Nature Nature requires balance in these matters. Weapon Damage 95% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Fire Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+4 eff.) Global Speed +5% Damage +10% fire Ignore resists +10% fire defense ------ Resistance -10% cold On Mind Hit: 10% Flame Fury level 2 This mindstar glows with a bright warm light, but seems somehow incomplete. |
![]() 3.0 Encumbrance T4 mindstar 1H weapon Reqs Wil 35 [Rare] Nature/Psionic Weapon Damage 107% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% On-hit +8 mind +8 fire On-crit, radius 2 +8 mind +16 fire While equipped: Stats +5 Cun offense ------ Mind Crit +4% Critical power +12.00% Mindpower +8 (+4 eff.) Damage +9% blight defense ------ Resistance +9% blight other ------- 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. |
![]() 5.0 Encumbrance T3 staff 2H weapon [Ego+] Arcane Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +17 (+6 eff.) Damage +20% darkness other ------- Mana/turn +0.18 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 25 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: Stats +2 Cun offense ------ Mindpower +3 (+1 eff.) Ignore resists +15% darkness defense ------ Resistance +5% arcane +3% fire Physical save +6 (+3 eff.) other ------- Max psi +20.00 A belt that goes around your waist. |
![]() 1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +4 Cun +4 Wil offense ------ Damage +3% darkness +3% fire Against +20% Summoned On-Hit (Melee): * 10% chance to slow global speed by 41% defense ------ Resistance +3% temporal +9% fire Resist Against +17% Summoned Spell save +12 (+6 eff.) A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: defense ------ Armor +5 Defense +6 (+6 eff.) Resistance +6% lightning +10% cold Life Regen +4.00 Healmod +5% Blind Resist +10% Cut Resist +20% 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 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Con defense ------ Defense +1 (+1 eff.) Resistance +3% nature +6% light Mind save +3 (+2 eff.) Disarm Resist +20% Knockbk Resist +10% 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 T3 cloth armor [Rare] Nature While equipped: offense ------ Spell Crit +5% Mind Crit +3% Spellpower/crit +6 Damage +15% fire defense ------ Resistance +11% blight +11% all Life +54.00 Life Regen +2.90 Healmod +12% other ------- Max psi +20.00 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 +2% Mindpower +3 (+1 eff.) Damage +11% acid defense ------ Resistance +16% acid +7% all Mind save +16 (+8 eff.) 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 +2% Mindpower +3 (+1 eff.) Damage +10% lightning defense ------ Resistance +15% lightning +7% all Mind save +15 (+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 ------ Damage +11% arcane +11% light defense ------ Resistance +16% light +7% all other ------- Max mana +14.00 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.) Damage +10% blight defense ------ Resistance +10% blight +7% all Spell save +16 (+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 +3% Spellpower +2 (+1 eff.) Damage +10% temporal defense ------ Resistance +7% all +10% temporal Spell save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 cloth armor [Ego+] Nature While equipped: Stats +2 Con offense ------ Damage +17% nature defense ------ Resistance +16% nature +7% all Poison Resist +20% Disease Resist +21% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil offense ------ When Hit 4 cold defense ------ Armor +3 Fatigue +2% Resistance +12% acid +15% fire +6% lightning Physical save +6 (+3 eff.) Spell save +9 (+4 eff.) Mind save +6 (+3 eff.) 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] Arcane/Master While equipped: offense ------ Move Speed +25% defense ------ Armor +3 Fatigue +2% Resistance +5% fire +6% cold 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 [Rare] Master While equipped: Stats +4 Wil +1 Cun +2 Con offense ------ Ignore resists +10% acid defense ------ Armor +1 Crit Resistance 5.00% Physical save +10 (+5 eff.) Mind save +11 (+6 eff.) other ------- Infravision +1 See Invisibility +6 A pair of boots made of leather. |
![]() 1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
![]() 3.0 Encumbrance T3 head armor [Random Unique] Master While equipped: Stats +3 Str +5 Wil +7 Con offense ------ Physical Power +4 (+2 eff.) Damage +24% cold Ignore resists +5% acid When Hit 6 acid 4 cold defense ------ Armor +4 Fatigue +4% Resistance +7% blight Mind save +7 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +11% lightning +9% fire +3% blight When Hit 6 darkness defense ------ Defense +1 (+1 eff.) Resistance +16% lightning +3% fire +3% blight A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Physical Crit +1.0% Damage +10% acid Accuracy +5 (+2 eff.) defense ------ Defense +1 (+1 eff.) Resistance +15% acid +1% physical Physical save +6 (+3 eff.) Cut Resist +20% other ------- Max stamina +30.00 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil offense ------ Damage +20% nature Ignore resists +15% nature defense ------ Defense +8 (+8 eff.) Mind save +12 (+6 eff.) Blind Resist +100% other ------- Infravision +2 See Stealth +15 See Invisibility +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Effective talent level: 2.0 Power cost 29 out of 35/35. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
![]() 2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +4 Str +1 Dex +1 Wil +4 Con defense ------ Armor +3 Fatigue +3% Mind save +11 (+6 eff.) Disease Resist +20% Teleport Resist +20% other ------- Max stamina +20.00 Light +1 A cap made of leather. |
![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str offense ------ On-Hit (Melee): * 10 arcane resource burn defense ------ Armor +3 Fatigue +5% Resistance +6% blight +3% temporal +5% arcane +12% cold Spell save +3 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 Encumbrance T5 head armor [Rare] Disrupt While equipped: offense ------ Damage +24% nature Ignore resists +20% fire defense ------ Defense +3 (+3 eff.) Resistance +9% blight +9% fire +9% nature other ------- Light +3 A pointy cloth hat, very wizardly... |
![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str offense ------ Ignore resists +10% temporal On-Hit (Melee): * 10% chance to reduce armor by 35% defense ------ Armor +3 Fatigue +5% Resistance +12% mind A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: offense ------ Damage +11% light defense ------ Defense +11 (+11 eff.) Resistance +3% nature +3% mind +16% light Poison Resist +20% Silence Resist +10% A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Ego] Arcane/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +2 (+1 eff.) Damage +11% darkness defense ------ Defense +1 (+1 eff.) Resistance +16% darkness other ------- Psi/turn +0.10 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Ego] Nature/Master While equipped: Stats +3 Wil offense ------ Damage +12% cold defense ------ Defense +1 (+1 eff.) Resistance +18% cold Physical save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Ego+] Arcane While equipped: offense ------ Damage +3% darkness +3% temporal +5% light +6% physical defense ------ Defense +2 (+2 eff.) A pointy cloth hat, very wizardly... |
![]() 9.0 Encumbrance T3 light armor [Ego+] Arcane/Master While equipped: offense ------ On-Hit 12 acid 11 fire When Hit 10 acid 8 fire defense ------ Armor +6 Defense +9 (+9 eff.) Fatigue +8% Resistance +15% acid +13% fire +7% physical Physical save +11 (+5 eff.) A suit of armour made of leather. |
![]() 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. |
![]() 5.0 Encumbrance land misc [Unique] Nature While carried: offense ------ Damage +2% all Natural balance. Uses 82 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Damage +6% mind On-Hit (Melee): * 10% chance to reduce all saves and defense by 16 defense ------ Resistance +3% acid +3% cold +3% light +6% darkness Physical save +6 (+3 eff.) Healmod +12% 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 ------ Damage +12% acid Ignore resists +5% mind On-Hit (Melee): * 10% chance to reduce damage dealt by 14% defense ------ Resistance +9% mind +3% acid Life +43.00 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. |
![]() 1.0 Encumbrance T3 lite [Rare] Nature While equipped: Stats +5 Dex defense ------ Armor +6 Resistance +3% lightning +2% physical Physical save +8 (+4 eff.) Healmod +12% Stun Resist +10% other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +2 Str +4 Wil +1 Con offense ------ Physical Crit +3.0% Physical Power +5 (+3 eff.) Damage +7% mind Ignore Armor +2 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 T3 lite [Ego] Master While equipped: other ------- Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 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 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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 T5 shot ammo Reqs Dex 48 [Rare] Master Weapon Damage 167% Range: 1.0x-1.2x Uses 70% Dex, 50% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +14 Ignore Armor +6 Critical Rate +7.0% Capacity 23 On-ranged-hit +20 arcane +20 fire On-Hit, radius 1 +20 fire Shots are used with slings to pummel your foes to death. |
![]() 2.0 Encumbrance T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 21 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: offense ------ Damage +9% cold +3% fire Ignore resists +5% fire When Hit 2 nature defense ------ Resistance +6% nature Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 129 physical damage Puts all charms on 13 turn cooldown Torques are made by powerful psionics to store psionic powers. |
Achievements
By Derek the Cornac Writhing One level 20
66th Regrowth 123rd year of Ascendancy at 09:15 see stats
By Derek the Cornac Writhing One level 19
7th Regrowth 123rd year of Ascendancy at 19:10 see stats
By Derek the Cornac Writhing One level 10
30th Haze 122nd year of Ascendancy at 17:25 see stats
By Derek the Cornac Writhing One level 20
8th Regrowth 123rd year of Ascendancy at 10:49 see stats
By Derek the Cornac Writhing One level 19
7th Regrowth 123rd year of Ascendancy at 12:09 see stats
By Derek the Cornac Writhing One level 20
66th Regrowth 123rd year of Ascendancy at 20:34 see stats
By Derek the Cornac Writhing One level 11
45th Haze 122nd year of Ascendancy at 10:35 see stats
By Derek the Cornac Writhing One level 5
77th Pyre 122nd year of Ascendancy at 20:39 see stats
By Derek the Cornac Writhing One level 20
9th Regrowth 123rd year of Ascendancy at 00:29 see stats
Log
Derek casts Pustulent Fulmination.
Derek's spell attains critical power!
Personal New Achievement: That was close (Nightmare (Roguelike) difficulty)!
Derek hits Fire drake hatchling for 58 darkness damage.
Derek receives 59 healing.
Derek hits Zubylramina the spire dragon for (33 blocked), 0 darkness (0 total damage).
Derek hits Fire drake hatchling for 59 darkness damage.
Derek hits Fire drake hatchling for 58 darkness damage.
Derek killed Fire drake hatchling!
Derek performs a melee critical strike against Fire drake hatchling!
Melee retaliation hits Derek for 3 fire, 3 fire (7 total damage).
Derek hits Zubylramina the spire dragon for (8 blocked), 0 darkness (0 total damage).
Derek hits Fire drake hatchling for 28 physical, 72 darkness (100 total damage).
Fire drake hatchling hits Derek for 43 physical damage.
Fire drake hatchling hits Derek for 97 physical damage.
Reality has shifted.
Talent Anarchic Walk is ready to use.
Talent Dig is ready to use.
Talent Channel Staff is ready to use.
Bleeding from Zubylramina the spire dragon hits Derek for 13 physical damage.
Zubylramina the spire dragon uses To The Arms.
Derek is suffering and fails to concentrate on dealing damage.
Zubylramina the spire dragon hits Derek for 88 physical, 6 cold, 37 cold (131 total damage).
Melee retaliation hits Derek for 3 fire, 3 fire (6 total damage).
Derek hits Zubylramina the spire dragon for 5 darkness damage.
Derek hits Fire drake hatchling for 19 physical, 37 darkness (56 total damage).
Fire drake hatchling hits Derek for 45 physical damage.
Derek the level 20 cornac writhing one was ground to death by a fire drake hatchling on level 2 of Lost land of Poosh.