











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 | 24 / 72% |
Size | medium |
Lifes / Deaths | Killed by worm that walks (servant of Derek) at level 24 on the 77th Pyre 123rd year of Ascendancy at 20:09 / 2Killed by worm that walks (servant of Derek) at level 24 on the 79th Pyre 123rd year of Ascendancy at 02:10 |
Primary Stats
Strength | 22 (base 14) |
Dexterity | 16 (base 10) |
Constitution | 22 (base 13) |
Magic | 79 (base 54) |
Willpower | 23 (base 10) |
Cunning | 54 (base 43) |
Resources
Life | -109/584 |
Mana | 356/376 |
Equilibrium | 20 |
Insanity | 0/100 |
Healing Factor | 1.1024166372473 |
Regeneration | 3.4726124073289 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +22.60995032651% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 7 |
See Stealth | 38.873901619887 |
See Invisible | 38.873901619887 |
Offense: Mainhand
Damage | 72 |
Accuracy | 40 |
Crit Chance | 17% |
APR | 14 |
Speed | 1.00 |
Offense: Spell
Spellpower | 61 |
Crit Chance | 26% |
Speed | 1 |
Offense: Mind
Mindpower | 37 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +23% |
Light | +16% |
Temporal | +13% |
Blight | +6% |
Arcane | +10% |
Darkness | +106% |
All | +2% |
Offense: Damage Penetration
Darkness | +30% |
All | 0% |
Defense: Base
Armour (hardiness) | 19 (35.65183292883%) |
Defense | 31 |
Ranged Defense | 31 |
Fatigue | 0 |
Physical Save | 38 |
Spell Save | 27 |
Mental Save | 29 |
Defense: Resistances
Acid | + 19%( 74%) |
Light | + 25%( 74%) |
Temporal | + 28%( 74%) |
Darkness | + 64%( 74%) |
Lightning | + 48%( 74%) |
Fire | + 22%( 74%) |
All | + 14%( 74%) |
Defense: Immunities
Instadeath Resistance | 100% |
Stun Resistance | 20% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 702% 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 Dexterity stat. |
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 108 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. |
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 207 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: 25 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 7 turns. While Heroism is active, you will only die when reaching -280 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 561 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. |
Class Talents
Demented / Friend of the worm | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Demented / Horrific body | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 4/5 |
Demented / Controlled horrors | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 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 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 2/5 |
| 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 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
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 improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | done |
You failed to protect the worried loremaster from death by wolf. Escort: worried loremaster (level 4 of Old Forest) | failed |
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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 17. | 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 precision. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed sandworm tooth. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' 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 honey tree root. * You've found the needed black mamba head. 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 vial of fire wyrm saliva. * You've found the needed hummerhorn wing. * You've found the needed chunk of ghoul flesh. 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 red crystal shard. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed orc heart. | 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
Equipment
On feet | ![]() 3.0 Encumbrance T3 feet armor [Rare] Nature While equipped: Stats +4 Con offense ------ Damage +12% darkness defense ------ Armor +14 Defense +10 (+5 eff.) Fatigue +3% Resistance +9% lightning +7% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 Encumbrance T2 lite [Unique] Arcane While equipped: other ------- Light +2 Infravision +7 Cleanse your mind of up to 5 (based on Magic) detrimental mental effects. Uses 33 power out of 30/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
On head | ![]() 2.0 Encumbrance T3 head armor [Ego+] Arcane While equipped: offense ------ Damage +11% darkness defense ------ Defense +2 (+1 eff.) Resistance +16% darkness Shield Power +7% Life Regen +2.90 A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 Encumbrance T2 tool misc [Unique] While equipped: Stats +8 Cun offense ------ Damage +15% lightning defense ------ Resistance +15% lightning Physical save +18 (+6 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Arcane While equipped: Stats +6 Mag +5 Wil offense ------ Spellpower +10 (+2 eff.) Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: Stats +4 Str +5 Con offense ------ Physical Power +7 (+3 eff.) Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: Stats +4 Str offense ------ Mindpower +3 (+2 eff.) defense ------ Resistance +12% lightning +6% temporal Physical save +6 (+2 eff.) Unlife -80.00 life other ------- Light +2 A belt that goes around your waist. |
In main hand | ![]() 5.0 Encumbrance T3 staff 1H weapon [Random Unique] Arcane/Master Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +9 (+2 eff.) Spellpower/crit +4 Damage +20% darkness +6% lightning On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +3% temporal Anomaly Control +5 other ------- Mana/turn +0.13 Max mana +33.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.5 Encumbrance T2 hands armor [Rare] Arcane While equipped: offense ------ On-Hit 11 light Damage +6% light +12% darkness Ignore resists +20% darkness On-Hit (Melee): * 10% chance to reduce damage dealt by 20% defense ------ Armor +2 Fatigue +3% Resistance +7% light +3% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 2.0 Encumbrance T3 cloth armor [Random Unique] Arcane While equipped: Stats +4 Mag +3 Wil +3 Cun offense ------ Spell Crit +9% Spellpower +10 (+2 eff.) Mindpower +15 (+6 eff.) Damage +35% darkness +11% temporal +8% arcane +8% light defense ------ Resistance +9% fire +30% darkness +11% all other ------- Psi when Hit +0.04 Max mana +40.00 Max psi +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Ego++] Master While equipped: offense ------ Critical power +13.00% Damage +10% darkness Ignore resists +10% darkness Accuracy +7 (+3 eff.) Ignore Armor +10 defense ------ Defense +2 (+1 eff.) Resistance +12% darkness Stealth +18 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 [Random Unique] Nature/Master While equipped: Stats +6 Dex +5 Wil defense ------ Armor +3 Defense +9 (+5 eff.) Resistance +6% light +6% acid Max Resistance +4% all Physical save +17 (+6 eff.) Mind save +12 (+6 eff.) Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 22 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 230.32 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Magic 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 [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+8 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +3% light Ignore resists +10% mind When Hit 4 mind 6 light On-Hit (Melee): * 20% chance to reduce all saves and defense by 24 defense ------ Resistance +13% fire +15% mind +14% cold Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +10% fire +11% cold Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex defense ------ Resistance +10% temporal Pinning Resist +21% Knockbk Resist +21% Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Arcane While equipped: Stats +4 Mag Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ Physical Power +20 (+7 eff.) Ignore resists +5% fire Accuracy +10 (+4 eff.) When Hit 4 nature 2 physical defense ------ Life Regen +2.00 Stun Resist +21% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +11% cold defense ------ Resistance +22% cold Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +10% physical defense ------ Resistance +10% physical Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex offense ------ Accuracy +4 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Dex offense ------ Damage +10% fire Accuracy +4 (+2 eff.) defense ------ Resistance +20% fire Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: defense ------ Fatigue -5% Life +23.00 Disarm Resist +20% Pinning Resist +20% Knockbk Resist +22% other ------- Encumbrance +20 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con offense ------ Damage +11% fire defense ------ Resistance +22% fire Physical save +4 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Con defense ------ Physical save +4 (+2 eff.) Mind save +5 (+2 eff.) Confus Resist +22% Rings make your fingers look great! |
![]() 3.0 Encumbrance T2 battleaxe 2H weapon [Ego] Arcane/Master Weapon Damage 119% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-hit +10 temporal While equipped: offense ------ Accuracy +10 (+4 eff.) defense ------ Defense +9 (+5 eff.) Resistance +10% temporal Disarm Resist +31% Massive two-handed battleaxes. |
![]() 1.0 Encumbrance T1 dagger 1H weapon [Ego+] Arcane Weapon Damage 99% 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 +7 blight On Hit: 20% Epidemic level 1 On Hit: * 6% chance to reduce strength, dexterity, and constitution by 29 While equipped: Stats +2 Mag +3 Wil offense ------ Spellpower +6 (+1 eff.) defense ------ Disease Resist +12% Sharp, short and deadly. |
![]() 1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Ego++] Master/Psionic Weapon Damage 112% 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% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: offense ------ Ignore resists +6% physical Accuracy +5 (+2 eff.) Ignore Armor +5 Sharp, short and deadly. |
![]() 5.0 Encumbrance T3 greatmaul 2H weapon Reqs Str 24 [Ego+] Master Weapon Damage 161% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% While equipped: Stats +2 Con offense ------ Physical Power +12 (+4 eff.) Ignore resists +10% physical defense ------ Disarm Resist +21% Massive two-handed mauls. |
![]() 3.0 Encumbrance T3 longsword 1H weapon Reqs Str 24 [Ego++] Master Weapon Damage 124% 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 Critical: * Wound the target dealing 158 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +8.0% Physical Power +8 (+3 eff.) Ignore resists +6% physical Accuracy +10 (+4 eff.) Ignore Armor +8 Sharp, long, and deadly. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +3 Wil offense ------ Mind Crit +3% Critical power +10.00% Ignore resists +15% fire defense ------ Resistance +3% fire Life +32.00 other ------- Psi when Hit +0.16 A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats +5 Str +4 Wil +4 Con offense ------ Physical Power +10 (+4 eff.) Mindpower +30 (+11 eff.) defense ------ Armor +8 Resistance +2% physical Physical save +8 (+3 eff.) other ------- Size +1 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +1 Str +1 Con offense ------ Ignore resists +20% acid defense ------ Defense +5 (+3 eff.) Resistance +5% arcane +3% darkness Life +30.00 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Ego+] Arcane/Master While equipped: defense ------ Defense +10 (+5 eff.) Resistance +5% blight Stealth +6 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+] Nature While equipped: defense ------ Resistance +6% acid +5% temporal +10% blight +5% fire +5% cold +11% lightning A belt that goes around your waist. It was hardened by the digestive sack. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Physical Power +2 (+1 eff.) Damage +3% nature defense ------ Resistance +6% nature +6% acid Spell save +5 (+3 eff.) other ------- Size +1 A belt that goes around your waist. |
![]() 2.0 Encumbrance T2 cloth armor [Rare] Psionic While equipped: offense ------ Damage +15% mind +15% cold Ignore resists +10% light defense ------ Resistance +15% fire +15% mind +9% all other ------- Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 cloth armor [Rare] Arcane While equipped: Stats +5 Wil offense ------ Mind Crit +4% Mindpower +10 (+4 eff.) Damage +22% temporal defense ------ Resistance +22% temporal +12% mind +11% all other ------- Max psi +20.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 cloth armor [Ego] Nature/Psionic While equipped: Stats +6 Mag +5 Wil offense ------ Damage +18% fire defense ------ Resistance +11% all +27% fire other ------- Mana/turn +0.15 Psi/turn +0.11 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: offense ------ Damage +10% nature defense ------ Defense +30 (+13 eff.) Resistance +1% physical +15% nature +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 cloth armor [Ego] Nature/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +3 (+2 eff.) Damage +13% lightning defense ------ Resistance +19% lightning +9% all Mind save +17 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 cloth armor [Ego+] Nature While equipped: Stats +5 Str +5 Mag +5 Wil offense ------ Damage +8% lightning +12% physical +10% cold defense ------ Resistance +9% lightning +8% cold +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 cloth armor [Ego+] Nature While equipped: Stats +3 Con offense ------ Damage +5% nature +12% acid defense ------ Resistance +18% acid +7% all Poison Resist +21% Disease Resist +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +10 Lck +5 Dex offense ------ Damage +9% nature +6% darkness Ignore resists +10% darkness +25% lightning When Hit 6 lightning defense ------ Armor +3 Stealth +7 A pair of boots made of leather. |
![]() 3.0 Encumbrance T3 feet armor [Rare] Psionic While equipped: Stats +4 Con +5 Wil offense ------ Mindpower +6 (+3 eff.) Ignore resists +7% physical +20% cold +25% fire When Hit 6 cold defense ------ Armor +4 Fatigue +3% other ------- Light +3 Blindside: Puts all charms on 21 turn cooldown Effective talent level: 1.0 Power cost 21 out of 25/25. Range 6 Cooldown: 12 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 7 extra Defense for 1 turn. The Defense boost improves with your Strength. 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] Nature/Master While equipped: defense ------ Armor +1 Resistance +7% lightning +6% temporal other ------- Stamina/turn +0.40 Max stamina +13.00 A pair of boots made of leather. |
![]() 3.0 Encumbrance T3 feet armor [Ego+] Master While equipped: Stats +6 Str +5 Con offense ------ Damage +7% physical defense ------ Armor +4 Fatigue +3% other ------- Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +3 Dex +4 Cun +3 Con offense ------ Mind Crit +3% Accuracy +18 (+6 eff.) defense ------ Armor +2 Fatigue +3% other ------- Max stamina +10.00 Max psi +10.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T2 hands armor [Rare] Arcane While equipped: offense ------ On-Hit 7 blight Damage +5% blight Ignore resists +15% light When Hit 2 mind On-Hit (Melee): * 10% chance to reduce all saves and defense by 24 * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +2 Fatigue +3% Resistance +7% blight +3% mind other ------- Light +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Str offense ------ Physical Power +7 (+3 eff.) On-Hit 5 lightning Damage +5% lightning defense ------ Armor +2 Resistance +6% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Con offense ------ Physical Power +5 (+2 eff.) Damage +3% physical +12% cold When Hit 2 physical defense ------ Defense +16 (+8 eff.) Resistance +6% nature +18% cold A pointy cloth hat, very wizardly... |
![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Dex +1 Wil offense ------ Mind Crit +1% Damage +6% mind defense ------ Armor +3 Fatigue +5% Mind save +3 (+1 eff.) other ------- Hate-on-crit +2.00 Max hate +2.00 Max psi +30.00 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 +2 Wil offense ------ Mindpower +30 (+11 eff.) On-Hit (Melee): * 20% chance to reduce armor by 39% defense ------ Armor +3 Fatigue +3% Resistance +12% light +13% darkness Mind save +6 (+3 eff.) A cap made of leather. |
![]() 2.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Damage +13% acid Ignore resists +20% nature defense ------ Defense +2 (+1 eff.) Resistance +19% acid +3% nature +6% light +3% mind Disease Resist +20% A pointy cloth hat, very wizardly... |
![]() 3.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +4 Str +3 Dex +1 Mag +2 Cun +1 Con defense ------ Armor +8 Fatigue +4% Resistance +3% lightning Blind Resist +20% Confus Resist +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T3 head armor [Ego] Master While equipped: Stats +4 Con defense ------ Armor +4 Fatigue +4% 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 +18% lightning +9% arcane Ignore resists +15% arcane defense ------ Armor +3 Fatigue +3% Resistance +3% fire +13% light +14% darkness A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Ego] Nature/Psionic While equipped: offense ------ Mind Crit +2% Mindpower +2 (+1 eff.) Damage +10% fire defense ------ Defense +1 (+1 eff.) Resistance +15% fire other ------- Psi/turn +0.11 A pointy cloth hat, very wizardly... |
![]() 3.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Dex defense ------ Armor +3 Fatigue +5% Physical save +11 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 9.0 Encumbrance T1 light armor [Rare] Master While equipped: Stats +4 Dex +3 Mag +6 Con offense ------ Critical power +15.00% When Hit 6 blight defense ------ Armor +2 Defense +3 (+2 eff.) Fatigue +6% Resistance +17% fire other ------- Mana/turn +0.08 A suit of armour made of leather. |
![]() 9.0 Encumbrance T3 light armor [Ego] Master While equipped: defense ------ Armor +6 Defense +9 (+5 eff.) Fatigue +8% Resistance +15% cold A suit of armour made of leather. |
![]() 9.0 Encumbrance T3 light armor [Ego+] Nature While equipped: defense ------ Armor +9 Defense +9 (+5 eff.) Fatigue +8% Resistance +8% acid +5% cold other ------- Breathe water A suit of armour made of leather. |
![]() 0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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] Master While equipped: Stats +1 Str +3 Dex +1 Con offense ------ Ignore resists +5% fire other ------- Light +6 See Invisibility +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] Arcane While equipped: Stats +1 Dex offense ------ Critical power +5.00% Ignore Armor +1 When Hit 12 fire defense ------ Resistance +5% fire Unlife -80.00 life 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 T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(74 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 Encumbrance T1 lite [Rare] Arcane While equipped: offense ------ Ignore resists +5% darkness When Hit 10 fire defense ------ Resistance +3% cold +5% fire +6% darkness +2% physical Crit Resistance 5.00% Physical save +3 (+1 eff.) 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 +15% mind defense ------ Defense +10 (+5 eff.) Resistance +21% lightning Physical save +6 (+2 eff.) Healmod +12% Silence Resist +20% 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+] Nature While equipped: Stats +2 Con defense ------ Resistance +6% blight Life Regen +4.00 other ------- Light +4 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. |
![]() 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. |
Achievements
By Derek the Cornac Writhing One level 21
47th Pyre 123rd year of Ascendancy at 15:32 see stats
By Derek the Cornac Writhing One level 24
78th Pyre 123rd year of Ascendancy at 22:56 see stats
By Derek the Cornac Writhing One level 19
52nd Regrowth 123rd year of Ascendancy at 03:42 see stats
By Derek the Cornac Writhing One level 24
67th Pyre 123rd year of Ascendancy at 15:31 see stats
By Derek the Cornac Writhing One level 10
2nd Summertide 122nd year of Ascendancy at 08:22 see stats
By Derek the Cornac Writhing One level 20
52nd Regrowth 123rd year of Ascendancy at 22:06 see stats
By Derek the Cornac Writhing One level 23
66th Pyre 123rd year of Ascendancy at 19:18 see stats
By Derek the Cornac Writhing One level 15
40th Dusk 122nd year of Ascendancy at 01:24 see stats
By Derek the Cornac Writhing One level 13
8th Flare 122nd year of Ascendancy at 14:38 see stats
By Derek the Cornac Writhing One level 19
25th Regrowth 123rd year of Ascendancy at 05:19 see stats
By Derek the Cornac Writhing One level 24
77th Pyre 123rd year of Ascendancy at 20:09 see stats
Log
Derek is dazed!
Derek is crippled.
Porugalaith the sabertooth tiger hits Derek for 262 physical damage.
Porugalaith the sabertooth tiger uses Stunning Blow.
Derek is not dazed anymore.
Derek is stunned!
Porugalaith the sabertooth tiger performs a melee critical strike against Derek!
Character control switched to worm that walks (servant of Derek).
Porugalaith the sabertooth tiger revels in the spilt blood and grows stronger!
Porugalaith the sabertooth tiger hits Derek for 107 physical, 164 physical (271 total damage).
Porugalaith the sabertooth tiger killed Derek!
Worm that walks (servant of Derek) uses Blindside.
Porugalaith the sabertooth tiger is afflicted by a weakness disease!
worm that walks (servant of Derek) hits Porugalaith the sabertooth tiger for 17 physical, 3 blight, 6 blight, 9 physical, 2 mind, 6 blight (42 total damage).
Ruin hits worm that walks (servant of Derek) for 1 healing, 1 healing (0 total damage) [3 healing].
Porugalaith the sabertooth tiger uses Unstoppable.
Weakness Disease from Worm that walks (servant of Derek) hits Porugalaith the sabertooth tiger for 9 blight damage.
Porugalaith the sabertooth tiger uses Second Wind.
Porugalaith the sabertooth tiger uses Shattering Shout.
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 76.
Your shield crumbles under the damage!
The shield around worm that walks (servant of Derek) crumbles.
Porugalaith the sabertooth tiger hits worm that walks (servant of Derek) for (269 absorbed), 27 physical (27 total damage).
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 25.
Worm that walks (servant of Derek) resists the terror!
Porugalaith the sabertooth tiger hits worm that walks (servant of Derek) for 97 physical damage.
Worm that walks (servant of Derek) casts Self-destruction.
Character control switched to Derek.