












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Opt-in Adventurers Parties 1.7.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Ogre |
Class | Cursed |
Level / Exp | 18 / 59% |
Size | big |
Lifes / Deaths | Killed by Lisida the black jelly at level 18 on the 40th Regrowth 123rd year of Ascendancy at 04:09 / 1 |
Primary Stats
Strength | 46 (base 40) |
Dexterity | 12 (base 10) |
Constitution | 14 (base 10) |
Magic | 12 (base 10) |
Willpower | 42 (base 43) |
Cunning | 16 (base 10) |
Resources
Life | -268/621 |
Hate | 100/100 |
Healing Factor | 0.93373813388305 |
Regeneration | 0.23343453347076 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -1.9761969838328E-12% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 7 |
See Stealth | 18 |
See Invisible | 23 |
Offense: Mainhand
Damage | 87 |
Accuracy | 42 |
Crit Chance | 3% |
APR | 17 |
Speed | 1.00 |
Offense: Offhand
Damage | 19 |
Accuracy | 52 |
Crit Chance | 5% |
APR | 32 |
Speed | 1.00 |
Offense: Spell
Spellpower | 12 |
Crit Chance | 3% |
Speed | 1 |
Offense: Mind
Mindpower | 53 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Acid | +3% |
Mind | +6% |
Darkness | +7% |
Physical | +4% |
Cold | +3% |
All | 0% |
Offense: Damage Penetration
Physical | +12% |
Blight | +12% |
Arcane | +12% |
Cold | +17% |
All | +7% |
Defense: Base
Armour (hardiness) | 47.08934837382 (81.151787968034%) |
Defense | 18 |
Ranged Defense | 18 |
Fatigue | 24 |
Physical Save | 27 |
Spell Save | 33 |
Mental Save | 33 |
Defense: Resistances
Acid | + 13%( 70%) |
Arcane | + 10%( 70%) |
Cold | + 11%( 70%) |
All | 0%( 70%) |
Lightning | + 13%( 70%) |
Light | + 15%( 70%) |
Temporal | + 3%( 70%) |
Physical | + 6%( 70%) |
Fire | + 10%( 70%) |
Darkness | + 3%( 70%) |
Defense: Immunities
Stun Resistance | 50% |
Confusion Resistance | 28% |
Fear Resistance | 28% |
Poison Resistance | 10% |
Blind Resistance | 21% |
Silence Resistance | 22% |
Bleed Resistance | 10% |
Teleport Resistance | 20% |
Disarm Resistance | 42% |
Pinning Resistance | 25% |
Instadeath Resistance | 100% |
Knockback Resistance | 72% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 613% 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 Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 263 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 149 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
Cursed / Gloom | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Cursed / Predator | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Rampage | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Scintillating Caves. Escort: lost warrior (level 2 of Scintillating Caves)As a reward you improved talent Vitality (+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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 |
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. | 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 warg claw. * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * '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 snow giant kidney. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed honey tree root. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * '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.' * You've found the needed bear paw. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Equipment
On feet | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +3 Fatigue -2% Phys.save +7 (+4 eff.) Mind.save +3 (+2 eff.) Die.at -20.00 life Max.HP +60.00 Cut- +10% ---------- misc Max.enc +20 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() 3.0 T1 arrow ammo [Rare] Nature Power 14.5 - 20.3 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 22 Proj.spd +200% On Hit.r1 +12 cold +8 physical On Hit: * 20% chance to create vines that bind the target to the ground dealing 211 nature damage and pinning them for 3 turns While equipped: ---------- misc Reload +4 Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 2.0 T1 lite [Rare] Master While equipped: dps ---------- Phys.pwr +15 (+5 eff.) ----- def ----- Armour +4 Defense +10 (+6 eff.) Resists +5% arcane ---------- misc Light +8 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 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Dex dps ---------- Apr +5 On Hit (Melee): * 20% chance to reduce armor by 17% ----- def ----- Armour +6 Fatigue +4% ---------- misc Infravis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.0 T1 hands armor [Rare] Nature While equipped: Stats +1 Cun dps ---------- Melee+ 5 physical Dmg.mod +3% acid +4% physical ----- def ----- Armour +6 Mind.save +3 (+2 eff.) ---------- misc Psi/ret +0.08 Max.psi +30.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 T1 wand charm [Rare] Arcane While equipped: ----- def ----- Armour +2 Resists +9% light +6% cold +3% darkness +5% arcane Mind.save +3 (+2 eff.) Create a radius 3 storm for 5 turns. Each turn, creatures within take 23 lightning damage and will be dazed for 1 turn (116 total damage) Puts all charms on 15 cooldown 100% to increase all damage by 13% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Res.pen +5% physical Acc +15 (+5 eff.) ----- def ----- Resists +3% fire Die.at -80.00 life Max.HP +24.00 Disarm- +20% Pinning- +25% Knockbk- +22% Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +3 Wil dps ---------- Crit.mult +5.00% Phys.pwr +5 (+1 eff.) ----- def ----- Mind.save +6 (+3 eff.) Blind- +21% Silence- +22% ---------- misc Mana/turn +0.10 Max.stam +20.00 Infravis +4 See.Stealth +8 See.Invis +10 Rings make your fingers look great! |
Around neck | ![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +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... |
In main hand | ![]() 5.0 T2 greatmaul 2H weapon [Random Unique] Arcane/Master Power 38.5 - 57.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +9 blight On Hit: 20% Epidemic 2 On Hit: * 10% chance to reduce strength, dexterity, and constitution by 7 While equipped: dps ---------- Res.pen +7% all Acc +13 (+4 eff.) Apr +9 ----- def ----- Disease- +20% ---------- misc Max.stam +30.00 See.Invis +3 Curse of Corpses Massive two-handed mauls. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Arcane While equipped: ----- def ----- Armour +6 Resists +6% light +3% temporal Spell.save +6 (+3 eff.) Poison- +10% Teleport- +20% Create a temporary shield that absorbs 194 damage Puts all charms on 30 cooldown A belt that goes around your waist. |
In off hand | ![]() 3.0 T2 mindstar 1H weapon [Random Unique] Nature/Psionic Power 4.5 - 5.0 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Melee+ +8 lightning While equipped: dps ---------- Mind.crit +2% Mind.pwr +24 (+8 eff.) Melee+ 8 mind 9 darkness Dmg.mod +6% mind +7% darkness ----- def ----- Resists +6% lightning Phys.save +2 (+1 eff.) Spell.save +3 (+2 eff.) Mind.save +3 (+2 eff.) ---------- misc Equi/ret +0.50 Talents +1 Attune Mindstar Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +3 Cun dps ---------- Mind.pwr +15 (+5 eff.) Dmg.mod +3% cold Res.pen +5% blight +10% cold ----- def ----- Defense +7 (+4 eff.) Phys.save +5 (+3 eff.) Mind.save +9 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 T2 massive armor Reqs Massive armour training [Random Unique] Nature/Master While equipped: Stats +3 Str +4 Con dps ---------- Res.pen +5% arcane Melee Ret 4 arcane ----- def ----- Armour +9 Fatigue +22% Resists +13% acid +6% physical +7% fire +7% lightning +5% cold Max.HP +67.00 Disarm- +22% Stun/Frz- +22% Knockbk- +22% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 32 Travel.spd 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 -329 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 659 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 Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 442% 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 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 583% 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 Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 28% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 105 damage for 3 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +13% fire +15% cold Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% cold ----- def ----- Resists +9% lightning +22% cold +3% temporal +6% fire Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Con dps ---------- Crit.mult +10.00% Dmg.mod +6% lightning Acc +5 (+1 eff.) ----- def ----- Phys.save +6 (+3 eff.) Mind.save +9 (+5 eff.) ---------- misc Psi/ret +0.04 Max.hate +2.00 Rings make your fingers look great! |
![]() 3.0 T3 battleaxe 2H weapon [Rare] Master Power 34.0 - 51.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: dps ---------- Acc +25 (+8 eff.) ----- def ----- Defense +27 (+14 eff.) Resists +12% lightning Crit.chn- 5.00% Max.HP +40.00 Disarm- +29% Curse of Madness Massive two-handed battleaxes. |
![]() 3.0 T2 battleaxe 2H weapon [Ego] Disrupt Power 20.0 - 30.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Hit: * 7% chance to slow global speed by 60% While equipped: ----- def ----- Resists +12% acid +13% lightning +13% fire +12% cold +3% all Spell.save +10 (+5 eff.) Curse of Corpses Massive two-handed battleaxes. |
![]() 1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego] Arcane Power 12.0 - 15.6 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Curse of Madness Sharp, short and deadly. |
![]() 5.0 T2 greatmaul 2H weapon [Ego] Master Power 28.0 - 42.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% While equipped: dps ---------- Acc +10 (+3 eff.) ----- def ----- Defense +10 (+6 eff.) Disarm- +28% Curse of Shrouds Massive two-handed mauls. |
![]() 3.0 T2 greatsword 2H weapon [Ego] Psionic Power 25.5 - 40.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +13 darkness Against +13% Living Curse of Madness Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon [Ego] Disrupt Power 36.5 - 58.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * 7% chance to slow global speed by 60% While equipped: ----- def ----- Resists +10% acid +13% lightning +13% fire +12% cold +3% all Spell.save +10 (+5 eff.) Curse of Corpses Massive two-handed swords. |
![]() 3.0 T3 mace 1H weapon [Ego] Arcane/Master Power 28.0 - 39.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +10 blight On Hit: * 9% chance to reduce strength, dexterity, and constitution by 7 While equipped: dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +7 (+4 eff.) Disarm- +32% Curse of Nightmares Blunt and deadly. |
![]() 3.0 T2 mace 1H weapon [Ego+] Master Power 16.0 - 22.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% While equipped: dps ---------- Res.pen +6% all Acc +10 (+3 eff.) Apr +6 Curse of Nightmares Blunt and deadly. |
![]() 3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego] Nature/Psionic Power 15.5 - 17.1 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Melee+ 3 mind 5 darkness Dmg.mod +5% mind +2% darkness ---------- misc Talents +1 Attune Mindstar Curse of Misfortune 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. |
![]() 3.0 T1 mindstar 1H weapon [Ego+] Nature Power 3.0 - 3.3 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Melee+ 5 cold Dmg.mod +4% cold Res.pen +5% cold ----- def ----- Armour +6 Resists +4% cold ---------- misc Talents +1 Attune Mindstar Curse of Corpses 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. |
![]() 3.0 T2 mindstar 1H weapon [Normal] Nature Power 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) ---------- misc Talents +1 Attune Mindstar Curse of Corpses 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. |
![]() 4.0 T2 sling 1H weapon Reqs Dex 16 Shoot [Rare] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 On Hit.r1 +8 nature While equipped: Stats +3 Str +5 Dex +2 Mag +4 Wil dps ---------- Phys.pwr +7 (+2 eff.) Dmg.mod +6% nature Curse of Corpses Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +6 (+6 eff.) Dmg.mod +15% physical ---------- misc Talents +1 Command Staff Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Spell.pwr +6 (+6 eff.) Dmg.mod +15% fire ---------- misc Mana/turn +0.15 Max.mana +36.00 Talents +1 Command Staff Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T2 waraxe 1H weapon [Ego] Arcane/Master Power 19.0 - 26.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Curse of Nightmares One-handed war axes. |
![]() 3.0 T1 waraxe 1H weapon [Rare] Master Power 16.0 - 22.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% On Crit.r2 +4 acid While equipped: dps ---------- Melee Ret 2 light ----- def ----- Resists +6% mind Curse of Misfortune One-handed war axes. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +1 Cun dps ---------- Crit.mult +10.00% Phys.pwr +5 (+1 eff.) Acc +30 (+10 eff.) ----- def ----- Resists +8% fire +9% cold Phys.save +3 (+2 eff.) ---------- misc Max.psi +10.00 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +6% nature +9% physical Res.pen +5% physical Apr +1 ----- def ----- Max.HP +33.00 ---------- misc Max.hate +4.00 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +2 Wil +4 Con ----- def ----- Defense +1 (+1 eff.) Resists +9% lightning Max.HP +35.00 ---------- misc Infravis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Ego] Nature/Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +1 (+0 eff.) ----- def ----- Defense +1 (+1 eff.) Fatigue -2% Max.HP +36.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T2 cloth armor [Ego] Master While equipped: ----- def ----- Armour +3 Defense +2 (+2 eff.) Resists +9% all Phys.save +17 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +3 Mag +2 Wil dps ---------- Crit.mult +5.00% Res.pen +15% physical Acc +5 (+1 eff.) ----- def ----- Armour +9 Fatigue +2% Resists +6% temporal Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +9% cold Res.pen +10% mind +25% cold Melee Ret 4 fire ----- def ----- Armour +4 Fatigue +3% Resists +9% mind ---------- misc Stam/turn +0.60 Max.stam +24.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T3 feet armor [Rare] Psionic While equipped: Stats +2 Cun +3 Wil dps ---------- Crit.mult +15.00% ----- def ----- Armour +3 Phys.save +7 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +7 (+4 eff.) ---------- misc Hate/m.crit +1.00 Infravis +2 See.Invis +12 A pair of boots made of leather. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Apr +4 ----- def ----- Armour +3 Defense +15 (+8 eff.) Fatigue +5% Resists +3% fire +3% physical A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +4 Wil +4 Cun +4 Con dps ---------- Crit.mult +5.00% Melee Ret 6 fire ----- def ----- Armour +3 Fatigue +3% ---------- misc Max.psi +50.00 A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% mind +21% darkness Res.pen +15% acid Melee Ret 6 acid ----- def ----- Armour +3 Fatigue +3% Resists +12% light +13% darkness A cap made of leather. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Cun +4 Dex dps ---------- Phys.pwr +30 (+9 eff.) ----- def ----- Armour +4 Defense +15 (+8 eff.) Fatigue +4% Resists +8% lightning +9% temporal Die.at -40.00 life ---------- misc Max.psi +20.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +6% cold Res.pen +10% fire Melee Ret 8 acid ----- def ----- Armour +15 Defense +3 (+2 eff.) Fatigue +5% Resists +21% cold Phys.save +7 (+4 eff.) A suit of armour made of mail. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +13 Defense +3 (+2 eff.) Fatigue +12% Resists +15% fire A suit of armour made of mail. |
![]() 9.0 T3 light armor [Rare] Master While equipped: Stats +5 Cun +6 Dex dps ---------- Res.pen +25% light On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +10 Defense +14 (+8 eff.) Fatigue +8% Resists +12% acid +5% arcane +3% darkness +6% lightning A suit of armour made of leather. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+3 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+3 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 T1 digger tool [Ego+] Nature While equipped: Stats +1 Str ----- def ----- Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Max.HP +45.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 34/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 lite [Rare] Nature While equipped: Stats +5 Wil dps ---------- Phys.crit +3.0% Crit.mult +13.00% Phys.pwr +32 (+10 eff.) ----- def ----- Armour +8 Defense +10 (+6 eff.) Crit.chn- 10.00% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 13 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 233/400 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 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 T1 torque charm [Rare] Psionic While equipped: Stats +1 Str +2 Dex +3 Wil +3 Con ---------- misc Light +3 Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 114 physical damage Puts all charms on 15 cooldown 100% to heal for 30. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 188 Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 totem charm [Ego+] Nature Sting an enemy dealing 194 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage penetration by 13% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T2 greatsword 2H weapon [Ego] Master Power 36.5 - 58.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Acc +10 (+3 eff.) ----- def ----- Defense +9 (+5 eff.) Disarm- +36% Curse of Nightmares Massive two-handed swords. |
Achievements
By Pleez the Ogre Cursed level 18
27th Regrowth 123rd year of Ascendancy at 19:23 see stats
By Pleez the Ogre Cursed level 10
37th Haze 122nd year of Ascendancy at 11:47 see stats
By Pleez the Ogre Cursed level 10
38th Haze 122nd year of Ascendancy at 14:15 see stats
By Pleez the Ogre Cursed level 10
42nd Haze 122nd year of Ascendancy at 17:11 see stats
By Pleez the Ogre Cursed level 15
1st Regrowth 123rd year of Ascendancy at 15:11 see stats
Log
Pleez uses Slash.
Pleez hits Blue jelly for 243 physical damage.
Pleez killed Blue jelly!
Pleez begins rampaging!
Pleez receives 14 healing from Unnatural Body.
Poison from Lisida the black jelly hits Pleez for (24 rampage shugs off), 35 acid (35 total damage).
Your movements fuel your rampage! (+1 duration)
Pleez has shrugged off 24 damage and is ready for more.
Pleez stops regenerating health quickly.
Pleez receives 9 healing from Unnatural Body.
Poison from Lisida the black jelly hits Pleez for (24 rampage shugs off), 35 acid (35 total damage).
Pleez has shrugged off 24 damage and is ready for more.
Pleez stops being poisoned.
Pleez speeds up.
Your summoned faerlhing disappears.
Something hits Pleez for (24 rampage shugs off), 104 acid (104 total damage).
Pleez is poisoned!
Pleez has shrugged off 24 damage and is ready for more.
Pleez has finished recovering.
Talent Beckon is ready to use.
Poison from Lisida the black jelly hits Pleez for (24 rampage shugs off), 8 acid (8 total damage).
You feel a surge of power as a powerful creature falls nearby.
Something hits Pleez for 364 acid damage.
Faerlhing's arcane area effect hits Eilinorin the gigantic sandworm tunneler for 162 arcane damage.
Pleez the level 18 ogre cursed was corroded to death by Lisida the black jelly on level 1 of Sandworm lair.
Space restabilizes around you.