











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 | 27 / 85% |
Size | medium |
Lifes / Deaths | Killed by elven cultist at level 26 on the 20th Dusk 123rd year of Ascendancy at 14:24 / 2Killed by Urkis, the High Tempest at level 27 on the 62nd Dusk 123rd year of Ascendancy at 17:52 |
Primary Stats
Strength | 14 (base 14) |
Dexterity | 12 (base 10) |
Constitution | 21 (base 13) |
Magic | 81 (base 58) |
Willpower | 15 (base 10) |
Cunning | 48 (base 48) |
Resources
Life | -51/711 |
Mana | 169/281 |
Equilibrium | 30 |
Insanity | 0/100 |
Healing Factor | 1.094804467222 |
Regeneration | 0.2737011168055 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +22.609950326513% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 5 |
See Stealth | 36.990623353761 |
See Invisible | 36.990623353761 |
Offense: Mainhand
Damage | 64 |
Accuracy | 35 |
Crit Chance | 18% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 56 |
Crit Chance | 18% |
Speed | 1 |
Offense: Mind
Mindpower | 24 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Acid | +15% |
Blight | +10% |
Physical | +5% |
All | 0% |
Lightning | +21% |
Light | +24% |
Temporal | +14% |
Darkness | +84% |
Nature | +9% |
Offense: Damage Penetration
Darkness | +6% |
Light | +10% |
Acid | +25% |
Physical | +25% |
Lightning | +10% |
Nature | +5% |
Defense: Base
Armour (hardiness) | 30 (35.65183292883%) |
Defense | 25 |
Ranged Defense | 25 |
Fatigue | 9 |
Physical Save | 23 |
Spell Save | 34 |
Mental Save | 35 |
Defense: Resistances
Acid | + 29%( 70%) |
Blight | + 12%( 70%) |
Physical | + 3%( 70%) |
Cold | + 13%( 70%) |
All | + 3%( 70%) |
Lightning | + 70%( 70%) |
Light | + 18%( 70%) |
Temporal | + 35%( 70%) |
Mind | + 12%( 70%) |
Darkness | + 23%( 70%) |
Fire | + 11%( 70%) |
Nature | + 12%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Instadeath Resistance | 100% |
Confusion Resistance | 10% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 71 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 Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 590% 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. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 208 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -514 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1027 life, 10 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
Class Talents
Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Demented / Path of horror | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Friend of the worm | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Demented / Horrific body | 1.30 |
| 5/5 |
| 2/5 |
| 4/5 |
| 5/5 |
Demented / Controlled horrors | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 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 |
Prodigies
| 1/1 |
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 lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortress (+1 level(s)). | 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 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 fire dragon that dwelled there. | 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 have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed chunk of ghoul flesh. * You've found the needed length of troll intestine. 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 green worm. * You've found the needed electric eel tail. * You've found the needed ice ant stinger. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed warg claw. * You've found the needed pouch of faeros ash. 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 vial of greater demon bile. * You've found the needed wretchling eyeball. * You've found the needed minotaur nose. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
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 within3 lumberjacks have died. | done |
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 T1 feet armor [Rare] Master While equipped: offense ------ Critical power +10.00% defense ------ Armor +10 Fatigue +2% Spell save +3 (+1 eff.) Unlife -40.00 life other ------- Infravision +1 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 While equipped: Stats +4 Wil offense ------ Physical Crit +4.0% Critical power +12.00% Physical Power +6 (+3 eff.) other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 Encumbrance T3 head armor [Rare] Master While equipped: offense ------ Damage +12% darkness defense ------ Armor +4 Fatigue +4% Resistance +9% lightning +9% light +15% acid Physical save +14 (+7 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 Encumbrance T3 wand charm [Rare] Arcane While equipped: offense ------ Ignore resists +5% nature When Hit 2 acid On-Hit (Melee): * 20% chance to slow global speed by 42% * 20% chance to reduce armor by 37% defense ------ Resistance +9% mind +6% acid Create a shield absorbing up to 278 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +2 Con offense ------ Critical power +5.00% Damage +6% darkness Ignore resists +25% physical When Hit 8 physical defense ------ Resistance +6% darkness Spell save +12 (+6 eff.) other ------- Stamina/turn +2.00 Max stamina +11.00 Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +1 Mag +1 Con offense ------ Damage +12% lightning +9% acid defense ------ Resistance +24% lightning +3% light +6% acid Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +1 Wil +4 Mag offense ------ Damage +3% acid defense ------ Resistance +21% lightning +8% fire +10% cold A belt that goes around your waist. |
In main hand | ![]() 5.0 Encumbrance T2 staff 1H weapon [Ego] Master Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+2 eff.) Damage +15% darkness other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.5 Encumbrance T4 hands armor [Random Unique] Nature/Master While equipped: offense ------ On-Hit 13 lightning 11 nature Damage +9% lightning +9% nature +3% acid Ignore resists +25% acid defense ------ Armor +9 Fatigue +5% Resistance +9% lightning +9% nature +3% light Mind save +13 (+6 eff.) Life +63.00 other ------- Light +3 Unarmed combat: Weapon Damage 148% Range: 1.0x-1.4x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +10 Ignore Armor +15 Critical Rate +10.0% Attack Speed 83% On-crit, radius 2 +12 lightning +14 nature On Hit: 10% Battle Shout level 5 On Hit: 10% Lightning Breath level 5 On Hit: 10% Venomous Breath level 5 Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 9.0 Encumbrance T4 light armor Reqs Str 18 [Rare] Arcane While equipped: offense ------ Damage +30% darkness +9% temporal Ignore resists +10% lightning defense ------ Armor +7 Defense +12 (+6 eff.) Fatigue +8% Resistance +9% lightning +33% temporal Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A suit of armour made of leather. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: offense ------ Damage +6% blight +11% darkness +18% light Ignore resists +6% darkness +10% light When Hit 10 blight defense ------ Defense +2 (+1 eff.) Resistance +14% darkness +9% blight Stealth +10 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 T4 amulet jewelry [Ego+] Arcane/Nature While equipped: Stats +2 Dex +3 Mag offense ------ Spell Crit +4% Spellpower +6 (+2 eff.) Damage +6% darkness +5% temporal +6% light +5% physical Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 400% 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. 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 [Ego] Arcane When inscribed on your body: Cooldown: 20 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 12% all resistance, you move 41% faster, and you are invisible (power 15). Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Disrupt While equipped: Stats +6 Dex +2 Cun +3 Con offense ------ Damage +18% light Ignore resists +15% nature defense ------ Resistance +12% nature +18% blight Crit Resistance 10.00% Poison Resist +28% Disease Resist +27% other ------- Light +2 See Invisibility +6 Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +4 Con offense ------ Damage +15% lightning +9% light Ignore resists +10% lightning +20% light defense ------ Resistance +6% lightning +20% light +6% mind Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +7 Str +13 Dex +7 Wil +5 Cun +7 Con offense ------ Move Speed +10% Damage +6% blight +9% arcane Ignore resists +20% acid Ignore Shields +20% defense ------ Fatigue -7% Resistance +18% fire +18% cold Life Regen +2.00 other ------- Stamina/turn +0.80 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: offense ------ Ignore resists +10% darkness +10% mind On-Hit (Melee): * 20% chance to reduce damage dealt by 14% defense ------ Resistance +13% light +12% darkness +9% mind Blind Resist +25% Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Normal] Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Normal] Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego+] Arcane While equipped: Stats +2 Mag offense ------ Spellpower/crit +3 other ------- Mana/turn +0.10 Max mana +28.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Rare] Master While equipped: offense ------ Damage +3% blight Ignore resists +15% blight +10% mind +10% acid When Hit 6 mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 17 defense ------ Resistance +15% blight other ------- Masteries +0.34 Spell/Staff combat Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego+] Nature/Master While equipped: Stats +8 Dex +5 Wil +5 Cun +5 Con offense ------ Move Speed +10% defense ------ Fatigue -6% Life Regen +2.00 other ------- Stamina/turn +0.50 Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +7% physical other ------- Stamina/turn +0.50 Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Arcane While equipped: Stats +3 Str +3 Dex +6 Mag +3 Wil +3 Cun +3 Con offense ------ On-Hit 11 light On-Ranged-Hit 16 light Damage +12% light Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Str offense ------ Damage +11% nature defense ------ Armor +8 Resistance +22% nature Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Mag offense ------ Damage +10% mind defense ------ Resistance +10% mind Spell save +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +5 Mag defense ------ Spell save +10 (+5 eff.) Life Regen +1.00 Stun Resist +29% Rings make your fingers look great! |
![]() 5.0 Encumbrance T2 greatmaul 2H weapon Reqs Str 16 [Rare] Nature Weapon Damage 134% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On-hit +13 nature On Hit: * 20% chance to reduce damage dealt by 14% While equipped: Stats +9 Dex offense ------ Mind Crit +4% When Hit 8 mind defense ------ Mind save +6 (+3 eff.) other ------- Max stamina +30.00 Massive two-handed mauls. |
![]() 3.0 Encumbrance T2 longsword 1H weapon Reqs Str 16 [Rare] Nature 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 +8 mind On-Hit, radius 1 +12 mind On-crit, radius 2 +21 acid +12 fire +14 nature While equipped: offense ------ Damage +9% mind Ignore resists +9% acid +12% nature +10% darkness Ignore Armor +9 defense ------ Resistance +12% darkness +9% fire Sharp, long, and deadly. |
![]() 3.0 Encumbrance T2 longsword 1H weapon Reqs Str 16 [Normal] Weapon Damage 110% 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% Sharp, long, and deadly. |
![]() 4.0 Encumbrance T2 sling 1H weapon Reqs Dex 16 Shoot [Ego+] Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 While equipped: offense ------ Damage +12% physical other ------- Cooldown Fragmentation Shot -2 Pin Down -1 Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 Encumbrance T2 staff 2H weapon [Rare] Arcane Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +2 Mag +2 Wil offense ------ Spell Crit +2% Spellpower +11 (+4 eff.) Damage +12% acid +15% darkness +12% blight Ignore resists +40% blight When Hit 10 acid On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) other ------- Max mana +45.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T2 staff 2H weapon [Rare] Arcane Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +3 Str +2 Con offense ------ Spell Crit +2% Spellpower +15 (+5 eff.) Damage +15% arcane defense ------ Resistance +9% darkness +12% fire Physical save +12 (+6 eff.) Mind save +9 (+4 eff.) Teleport Resist +10% other ------- Mana/turn +0.16 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. |
![]() 3.0 Encumbrance T2 trident 2H weapon Reqs Str 16 [Ego+] Arcane/Master Weapon Damage 120% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +8 Critical Rate +2.0% Attack Speed 100% On-hit +10 cold On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +10.0% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 Encumbrance T2 waraxe 1H weapon Reqs Str 16 [Rare] Disrupt Weapon Damage 105% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-crit, radius 2 +8 lightning On Hit: * 9% chance to slow global speed by 42% While equipped: offense ------ When Hit 2 lightning defense ------ Resistance +6% acid +3% temporal +15% light +9% cold One-handed war axes. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Arcane While equipped: Stats +6 Mag +5 Wil offense ------ Spell Crit +5% Damage +6% mind On-Hit (Melee): * 10% chance to slow global speed by 42% defense ------ Defense +5 (+2 eff.) Resistance +6% light +12% lightning Unlife -80.00 life A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats +3 Str +4 Con offense ------ Physical Power +10 (+5 eff.) On-Hit (Melee): * 20% chance to reduce armor by 37% defense ------ Resistance +6% light +12% darkness Physical save +9 (+4 eff.) other ------- See Invisibility +12 Size +1 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 +3 Con offense ------ Mindpower +6 (+3 eff.) Damage +6% temporal defense ------ Resistance +12% cold +3% fire +9% mind +3% nature Mind save +19 (+8 eff.) Knockbk Resist +10% A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Mag +4 Con defense ------ Armor +6 Defense +1 (+0 eff.) Resistance +3% mind +11% cold Spell save +3 (+1 eff.) Poison 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 [Random Unique] Nature While equipped: Stats +6 Str +5 Mag +5 Wil offense ------ Damage +13% lightning +7% physical +11% cold +14% nature +19% acid defense ------ Resistance +7% lightning +28% acid +6% mind +8% cold +21% nature +11% all Crit Resistance 5.00% Stun Resist +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 cloth armor [Rare] Arcane While equipped: Stats +2 Mag +3 Wil offense ------ Spell Crit +4% Spellpower +4 (+2 eff.) Damage +12% temporal +10% arcane +3% cold Ignore resists +15% temporal +25% cold On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 27 * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +6% temporal +9% all other ------- Max mana +42.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 cloth armor [Ego] Arcane While equipped: offense ------ Damage +12% arcane +12% darkness defense ------ Resistance +18% darkness +9% all other ------- Max mana +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 cloth armor [Ego] Arcane/Psionic While equipped: offense ------ Spell Crit +2% Spellpower +3 (+1 eff.) Damage +10% mind defense ------ Resistance +10% mind +9% all Spell save +15 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T4 cloth armor [Ego+] Nature While equipped: Stats +3 Con offense ------ Damage +10% nature defense ------ Resistance +13% all Poison Resist +20% Disease Resist +29% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T4 cloth armor [Ego++] Nature While equipped: Stats +5 Con offense ------ Damage +6% nature defense ------ Resistance +10% blight +13% all Life +52.00 Life Regen +2.30 Healmod +18% Poison Resist +30% Disease Resist +33% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 cloth armor [Ego] Nature While equipped: offense ------ Damage +14% fire defense ------ Resistance +9% all +21% fire A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ When Hit 2 temporal 2 fire defense ------ Armor +1 Resistance +6% temporal +6% fire +6% light +6% cold A pair of boots made of leather. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +3 Dex +4 Con offense ------ Physical Crit +1.0% Spellpower +4 (+2 eff.) Damage +3% physical Ignore resists +5% cold defense ------ Armor +5 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 Encumbrance T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str defense ------ Armor +2 Resistance +10% lightning +10% cold Life +60.00 Knockbk Resist +50% Unarmed combat: Weapon Damage 115% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.0% Attack Speed 100% On-hit +10 lightning +10 cold On Hit: 25% Call Lightning level 5 Throw Boulder: Effective talent level: 2.0 Power cost 5 out of 6/6. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 74.72 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
![]() 1.5 Encumbrance T2 hands armor [Ego++] Arcane/Master While equipped: Stats +3 Str +3 Dex +5 Mag +4 Wil +2 Cun offense ------ Spellpower +4 (+2 eff.) On-Hit 5 arcane Damage +3% arcane defense ------ Armor +2 Fatigue +3% Resistance +5% arcane Physical save +9 (+4 eff.) other ------- Cooldown Double Strike -1 Unarmed combat: Weapon Damage 123% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +5 Ignore Armor +9 Critical Rate +12.0% Attack Speed 83% On-hit +10 arcane On Hit: 10% Set Up level 3 On Hit: 10% Manathrust level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 3.0 Encumbrance T1 head armor [Rare] Arcane While equipped: Stats +7 Mag offense ------ Damage +6% temporal defense ------ Armor +3 Fatigue +5% Resistance +7% blight +7% darkness Spell save +6 (+3 eff.) Mind save +7 (+3 eff.) other ------- Mana/turn +0.16 Mana-on-crit +2.00 Max vim +20.00 Circle of Sanctity: (Instant) Puts all charms on 25 turn cooldown Effective talent level: 2.0 Power cost 25 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 16 light damage to everyone else who enters. The circle lasts 4 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +1 Str +3 Mag +4 Wil offense ------ Damage +14% nature defense ------ Defense +2 (+1 eff.) Resistance +21% nature +3% light +6% mind other ------- Infravision +2 A pointy cloth hat, very wizardly... |
![]() 3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +7 Str +7 Dex offense ------ Mindpower +20 (+10 eff.) Damage +6% temporal Ignore resists +25% temporal Ignore Armor +5 When Hit 4 temporal defense ------ Armor +4 Fatigue +4% other ------- EQ when Hit +0.16 Skullcracker: Puts all charms on 17 turn cooldown Effective talent level: 3.0 Power cost 17 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 31.3 Physical damage. If the attack hits, the target is confused (26% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Damage +21% lightning When Hit 2 darkness On-Hit (Melee): * 10% chance to reduce damage dealt by 14% defense ------ Defense +2 (+1 eff.) Resistance +18% lightning +6% light +6% darkness A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Rare] Arcane While equipped: offense ------ Spell Crit +4% Spellpower +3 (+1 eff.) Damage +6% cold Ignore resists +25% acid defense ------ Defense +2 (+1 eff.) Resistance +6% acid +18% cold other ------- Mana/turn +0.18 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +3 Str +4 Con offense ------ Physical Power +3 (+1 eff.) Damage +9% cold Ignore resists +20% lightning +5% fire defense ------ Armor +3 Fatigue +3% Resistance +18% cold A cap made of leather. |
![]() 3.0 Encumbrance T3 head armor [Ego] Nature/Master While equipped: defense ------ Armor +6 Fatigue +4% Resistance +8% cold other ------- Infravision +2 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 Encumbrance T3 head armor [Ego] Master While equipped: Stats +6 Con defense ------ Armor +6 Fatigue +3% other ------- Infravision +2 A cap made of leather. |
![]() 7.0 Encumbrance T2 shield armor Reqs - Shield usage training ,Str 16 [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Mag +1 Wil +2 Cun offense ------ Mindpower +20 (+10 eff.) Ignore resists +5% physical defense ------ Armor +4 Fatigue +8% Resistance +11% physical Crit Resistance 15.00% other ------- Stamina/turn +2.00 Hate-on-crit +2.00 Talents +1 Block Handheld deflection devices. |
![]() 3.0 Encumbrance T2 arrow ammo Reqs Dex 16 [Ego] Nature Weapon Damage 125% Range: 1.0x-1.4x Uses 50% Str, 70% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.5% Capacity 13 On-ranged-hit +9 nature +20 cold On-crit, radius 2 +11 cold Arrows are used with bows to pierce your foes to death. |
![]() 3.0 Encumbrance T3 digger tool [Rare] Psionic While equipped: Stats +2 Str offense ------ Damage +7% fire +10% mind +6% arcane Ignore resists +15% lightning When Hit 8 arcane defense ------ Resistance +9% lightning +6% fire +5% arcane Mind save +7 (+3 eff.) While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +2 Str +2 Con offense ------ Mindpower +10 (+5 eff.) defense ------ Armor +2 Defense +5 (+2 eff.) Resistance +8% physical Crit Resistance 10.00% other ------- Mana/turn +0.08 EQ when Hit +0.16 Max hate +8.00 See Invisibility +12 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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. |
![]() 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. |
![]() 2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: offense ------ Physical Crit +3.0% Damage +6% mind Ignore resists +10% mind Ignore Armor +2 When Hit 2 physical other ------- Stamina/turn +1.00 Blast the opponent's mind dealing 170 mind damage and silencing them for 4 turns Puts all charms on 13 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T3 wand charm [Random Unique] Arcane While equipped: Stats +6 Dex +1 Con offense ------ Physical Power +5 (+2 eff.) defense ------ Resistance +3% physical Create a shield absorbing up to 242 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 11 turn cooldown 100% to heal for 45. 100% to reduce fatigue by 40% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T3 wand charm [Rare] Arcane While equipped: Stats +1 Mag +2 Wil +6 Con offense ------ Critical power +5.00% When Hit 6 fire Create a shield absorbing up to 278 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Derek the Cornac Writhing One level 17
4th Decay 122nd year of Ascendancy at 09:11 see stats
By Derek the Cornac Writhing One level 20
75th Regrowth 123rd year of Ascendancy at 19:13 see stats
By Derek the Cornac Writhing One level 10
56th Dusk 122nd year of Ascendancy at 20:18 see stats
By Derek the Cornac Writhing One level 20
74th Regrowth 123rd year of Ascendancy at 06:25 see stats
By Derek the Cornac Writhing One level 19
8th Regrowth 123rd year of Ascendancy at 01:41 see stats
By Derek the Cornac Writhing One level 26
22nd Dusk 123rd year of Ascendancy at 15:36 see stats
By Derek the Cornac Writhing One level 27
61st Dusk 123rd year of Ascendancy at 22:28 see stats
By Derek the Cornac Writhing One level 15
67th Haze 122nd year of Ascendancy at 11:09 see stats
By Derek the Cornac Writhing One level 23
4th Mirth 123rd year of Ascendancy at 06:24 see stats
By Derek the Cornac Writhing One level 12
59th Dusk 122nd year of Ascendancy at 20:42 see stats
By Derek the Cornac Writhing One level 12
61st Dusk 122nd year of Ascendancy at 15:31 see stats
By Derek the Cornac Writhing One level 23
5th Dusk 123rd year of Ascendancy at 02:53 see stats
By Derek the Cornac Writhing One level 26
20th Dusk 123rd year of Ascendancy at 14:24 see stats
Log
Urkis, the High Tempest hits Carrion worm mass for 160 lightning damage.
Urkis, the High Tempest hits worm that walks (servant of Derek) for (106 absorbed), 0 lightning (0 total damage).
Urkis, the High Tempest killed Carrion worm mass!
Worm that walks (servant of Derek) casts Rune: Mirror Image.
Mirror Image uses Taunt.
Urkis, the High Tempest is afflicted by a rotting disease!
worm that walks (servant of Derek) hits Urkis, the High Tempest for 8 blight, 5 blight, 5 blight, 4 light, 5 blight, 4 fire, 39 cold (69 total damage).
Ruin hits worm that walks (servant of Derek) for 1 healing, 1 healing (0 total damage) [2 healing].
Rotting Disease from Worm that walks (servant of Derek) hits Urkis, the High Tempest for 8 blight damage.
Thunderstorm hits worm that walks (servant of Derek) for (21 absorbed), 0 lightning (0 total damage).
Thunderstorm hits Mirror Image for 26 lightning damage.
Urkis, the High Tempest casts Shock.
Urkis, the High Tempest's Shock hits Mirror Image for 170 lightning damage.
Mirror Image is dazed!
Worm that walks (servant of Derek) uses Blindside.
worm that walks (servant of Derek) hits Urkis, the High Tempest for 19 physical, 5 blight, 8 physical, 4 light, 5 blight, 4 fire, 40 cold (84 total damage).
Ruin hits worm that walks (servant of Derek) for 1 healing, 1 healing (0 total damage) [2 healing].
Your shield crumbles under the damage!
The shield around worm that walks (servant of Derek) crumbles.
Worm that walks (servant of Derek) resists!
Rotting Disease from Worm that walks (servant of Derek) hits Urkis, the High Tempest for 8 blight damage.
Thunderstorm hits worm that walks (servant of Derek) for (39 absorbed), 32 lightning, 38 lightning (70 total damage).
Thunderstorm hits Mirror Image for 71 lightning, 38 lightning (109 total damage).
Urkis, the High Tempest casts Lightning.
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 75.
Character control switched to Derek.
Urkis, the High Tempest hits Worm that walks (servant of Derek) for 294 lightning damage.
Derek the level 27 cornac writhing one was bolted to death by Urkis, the High Tempest and used in mad electrical reanimation experiments on level 2 of Tempest Peak.