










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Breeding Pits Restoration Project 1.1.5Restores the orc breeding pits cut content to the game. Extra Dungeons 1.6.7In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. Turn Tracker 1.7.0Only for Minimalist UI Adds a UI element to display the predicted order of character turns for the next three turns. NOTE: The game itself is not necessarily consistent about who goes first if two creatures are tied in energy. Items Vault 1.7.0Donators/Buyers bonus! Automatic Talent Gambits (Improved) 1.5.10(Original addon by Alzrius) Allows customization of automatic talent usage in the style of FF XII gambits. Additional functionality: Automatic Talent Gambits 1.7.4Allows customization of automatic talent usage in the style of FF XII gambits. Version 1.4.0 includes the following fixes and improvements: Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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. Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Sandworm Lair Quick Dig 1.5.10Digging in Sandworm Lair will take only one (1) turn per tile. 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 | Insane Roguelike |
Sex | Male |
Race | Ogre |
Class | Writhing One |
Level / Exp | 13 / 29% |
Size | huge |
Lifes / Deaths | Killed by Mayewen the armoured skeleton warrior at level 13 on the 2nd Dusk 122nd year of Ascendancy at 16:37 / 1 |
Primary Stats
Strength | 18 (base 13) |
Dexterity | 26 (base 23) |
Constitution | 13 (base 13) |
Magic | 45 (base 39) |
Willpower | 10 (base 10) |
Cunning | 12 (base 10) |
Resources
Life | -3/461 |
Insanity | 72/100 |
Healing Factor | 1.1783363011315 |
Regeneration | 0.29458407528288 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +26.093867610317% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 28.532340182512 |
See Invisible | 28.532340182512 |
Offense: Mainhand
Damage | 27 |
Accuracy | 46 |
Crit Chance | 3% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 40 |
Crit Chance | 3% |
Speed | 1 |
Offense: Mind
Mindpower | 16 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Temporal | +6% |
Mind | +6% |
Fire | +7% |
Cold | +13% |
All | +3% |
Offense: Damage Penetration
Cold | +8% |
Defense: Base
Armour (hardiness) | 24 (35.65183292883%) |
Defense | 33 |
Ranged Defense | 33 |
Fatigue | 0 |
Physical Save | 11 |
Spell Save | 26 |
Mental Save | 8 |
Defense: Resistances
Cold | + 21%( 70%) |
Lightning | + 13%( 70%) |
Nature | + 13%( 70%) |
Temporal | + 21%( 70%) |
Blight | + 13%( 70%) |
Physical | + 9%( 70%) |
Fire | + 13%( 70%) |
All | + 7%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 359 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 50 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. |
Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 80.71 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 Cunning stat. |
Class Talents
Demented / Friend of the worm | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Horrific body | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Controlled horrors | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Tentacles | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Demented / Path of horror | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Demented / Disfigured face | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Effects
beneficial effect | 1 stacks, +3% to all damage dealt. Chaos Orbs |
Quests
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 must explore the scintillating caves. * You must explore the renegade Shaloren camp. | active |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortress (+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 |
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 |
Equipment
On feet | ![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Str +4 Dex +6 Lck offense ------ Ignore Armor +1 When Hit 2 nature defense ------ Armor +9 Resistance +3% nature Stealth +5 other ------- Max stamina +10.00 A pair of boots made of leather. |
On hands | ![]() 1.0 Encumbrance T1 hands armor [Rare] Nature While equipped: offense ------ Mind Crit +2% On-Hit 5 fire Damage +3% mind +4% fire defense ------ Armor +3 Resistance +6% fire Life +20.00 Healmod +15% Unarmed combat: Weapon Damage 8.5 - 9.4 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% On-crit, radius 2 +6 fire On Hit: 10% Fire Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On head | ![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +4 Mag offense ------ Damage +3% temporal On-Hit (Melee): * 10% chance to reduce damage dealt by 10% defense ------ Defense +1 (+0 eff.) Resistance +6% lightning +6% temporal other ------- Mana/turn +0.04 A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 Encumbrance T1 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 17 and armour hardiness by 30% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Physical Power +2 (+1 eff.) defense ------ Armor +6 Resistance +2% physical Spell save +8 (+4 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Size +1 A belt that goes around your waist. |
Main armor | ![]() 2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: offense ------ Spellpower +5 (+2 eff.) Move Speed +15% Damage +10% cold Ignore resists +8% cold When Hit 10 cold defense ------ Defense +12 (+6 eff.) Resistance +7% all +15% cold other ------- Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
In main hand | ![]() 3.0 Encumbrance T1 mace 1H weapon [Ego] Arcane/Master Weapon Damage 16.5 - 23.1 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% On-Hit, radius 1 +5 fire Blunt and deadly. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +2 Wil defense ------ Armor +6 Resistance +6% temporal Life +42.00 Disease Resist +10% 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. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ On-Hit (Melee): * 10% chance to slow global speed by 36% defense ------ Defense +1 (+0 eff.) Resistance +6% blight +3% temporal +3% nature Life +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+4 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- 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... |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 153 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 3 Cooldown: 16 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 14%, your defense is increased by 14 and all your resistances by 14%. Its effects scale with your Cunning 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 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex defense ------ Resistance +11% fire +11% cold Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +6% physical other ------- Stamina/turn +0.20 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag defense ------ Fatigue -5% Life Regen +1.00 Amulets make your neck look great! |
![]() 5.0 Encumbrance T1 staff 2H weapon [Ego] Nature/Master Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +7% Critical power +11.00% Spellpower +3 (+1 eff.) Damage +10% lightning defense ------ Defense +5 (+2 eff.) other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Effective talent level: 1.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 67.87 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +6 (+2 eff.) Damage +15% blight defense ------ Armor +5 Hardiness +4% Physical save +3 (+3 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T1 battleaxe 2H weapon [Rare] Arcane Weapon Damage 14.0 - 21.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% On-hit +12 cold On-crit, radius 2 +12 darkness While equipped: Stats +2 Cun offense ------ Mindpower +5 (+4 eff.) other ------- Equi when Hit +0.08 Hate-on-crit +1.00 Light +1 Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T2 battleaxe 2H weapon [Random Unique] Arcane/Nature/Master Weapon Damage 30.0 - 45.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On Crit: * Splash the target with acid dealing 116 damage over 5 turns and reducing armor and accuracy by 15 While equipped: Stats +1 Str +3 Dex +7 Wil +12 Con defense ------ Life +42.00 Massive two-handed battleaxes. |
![]() 5.0 Encumbrance T1 greatmaul 2H weapon [Rare] Arcane Weapon Damage 17.0 - 25.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +0.5% Attack Speed 100% On-hit +4 acid +10 temporal On Hit: * 20% chance to reduce damage dealt by 10% While equipped: defense ------ Resistance +3% lightning +9% temporal Life +20.00 Confus Resist +10% Knockbk Resist +10% Massive two-handed mauls. |
![]() 3.0 Encumbrance T1 greatsword 2H weapon [Rare] Nature Weapon Damage 18.0 - 28.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% On-hit +7 nature On-Hit, radius 1 +4 nature On-crit, radius 2 +12 mind On Hit: * 10% chance to reduce armor by 31% While equipped: offense ------ Ignore resists +15% mind When Hit 6 mind defense ------ Resistance +6% nature Massive two-handed swords. |
![]() 3.0 Encumbrance T1 greatsword 2H weapon [Rare] Master Weapon Damage 24.0 - 38.4 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% On-Hit, radius 1 +12 cold On-crit, radius 2 +4 light +4 cold While equipped: Stats +3 Wil offense ------ Ignore resists +15% mind other ------- Hate-on-crit +1.00 Massive two-handed swords. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Ego] Master Weapon Damage 17.5 - 22.8 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Accuracy +5 (+1 eff.) defense ------ Defense +7 (+3 eff.) Disarm Resist +26% Sharp, short and deadly. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Ego] Arcane Weapon Damage 11.5 - 15.0 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +5 light Damage Against +5% Undead Sharp, short and deadly. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon Reqs Wil 16 [Ego] Nature/Psionic Weapon Damage 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+4 eff.) On-Hit 4 mind 4 darkness Damage +4% mind +3% darkness defense ------ Life +18.00 Life Regen +0.60 other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 Encumbrance T2 steamgun 1H weapon Reqs Shoot Steam Pool [Ego] Arcane/Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Attack Speed 100% Range +7 Projectile Speed +600% On-ranged-hit +6 cold Uses 2.0 Steam While equipped: Stats +1 Str offense ------ Physical Power +6 (+3 eff.) Damage +8% cold Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 Encumbrance T2 steamgun 1H weapon Reqs Shoot Steam Pool [Ego+] Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Attack Speed 100% Range +8 Projectile Speed +600% Uses 2.0 Steam While equipped: offense ------ Physical Crit +6.0% Accuracy +6 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 Encumbrance T1 shot ammo [Ego] Nature Weapon Damage 14.5 - 17.4 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +4.0% Capacity 14 On-ranged-hit +6 nature +11 fire On-crit, radius 2 +5 fire Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T2 shot ammo [Ego+] Arcane/Master Weapon Damage 21.0 - 25.2 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +11.5% Capacity 18 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 116 damage over 5 turns and reducing armor and accuracy by 15 Shots are used with slings to pummel your foes to death. |
![]() 9.0 Encumbrance T1 light armor [Ego+] Master While equipped: Stats +4 Str +4 Dex defense ------ Armor +2 Defense +6 (+3 eff.) Fatigue +6% Resistance +16% cold Physical save +6 (+6 eff.) A suit of armour made of leather. |
![]() 9.0 Encumbrance T2 light armor [Ego] Nature While equipped: defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Life +23.00 A suit of armour made of leather. |
![]() 9.0 Encumbrance T2 light armor [Ego] Arcane While equipped: defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Resistance +15% temporal +10% light +12% darkness A suit of armour made of leather. |
![]() 14.0 Encumbrance T1 heavy armor [Ego] Master While equipped: defense ------ Armor +9 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
![]() 14.0 Encumbrance T1 heavy armor [Rare] Master While equipped: Stats +1 Str +1 Wil +3 Cun offense ------ On-Hit (Melee): * 10% chance to reduce damage dealt by 10% defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% Resistance +16% cold other ------- Hate-on-crit +1.00 Infravision +3 A suit of armour made of mail. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +3 Str +4 Dex offense ------ Critical power +10.00% On-Hit (Melee): * 20% chance to reduce all saves and defense by 11 defense ------ Life +34.00 A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats +1 Str +2 Con defense ------ Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 Resistance +6% fire +5% cold other ------- Stamina/turn +0.40 Max stamina +11.00 A pair of boots made of leather. |
![]() 1.0 Encumbrance T1 hands armor [Rare] Psionic While equipped: Stats +2 Str offense ------ Ignore resists +15% physical Accuracy +6 (+2 eff.) defense ------ Armor +1 Crit Resistance 5.00% Physical save +6 (+6 eff.) Mind save +6 (+6 eff.) Life Regen +2.00 Healmod +10% Disease Resist +10% Disarm Resist +21% Unarmed combat: Weapon Damage 8.0 - 8.8 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +7 Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% On Hit: 10% Perfect Control 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T1 hands armor [Normal] While equipped: defense ------ Armor +1 Unarmed combat: Weapon Damage 8.5 - 9.4 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T1 hands armor [Ego] Master While equipped: Stats +2 Dex offense ------ Accuracy +10 (+3 eff.) defense ------ Armor +1 Unarmed combat: Weapon Damage 8.0 - 8.8 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +5 Ignore Armor +1 Critical Rate +5.0% Attack Speed 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T1 hands armor [Rare] Arcane While equipped: offense ------ On-Hit 6 temporal On-Ranged-Hit 6 temporal Damage +9% light +3% temporal Ignore resists +10% light defense ------ Armor +1 Fatigue +1% Resistance +3% lightning +6% temporal +9% light other ------- Light +1 Unarmed combat: Weapon Damage 9.5 - 13.3 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% On Hit: * 6% chance to gain 10% of a turn (3/turn limit) Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T1 hands armor [Normal] While equipped: defense ------ Armor +1 Fatigue +1% Unarmed combat: Weapon Damage 10.0 - 14.0 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T1 hands armor [Ego+] Disrupt While equipped: offense ------ Physical Power +5 (+2 eff.) Accuracy +5 (+1 eff.) Ignore Armor +7 defense ------ Armor +1 Fatigue +1% Resistance +6% blight Spell save +10 (+5 eff.) Unarmed combat: Weapon Damage 10.0 - 14.0 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +2.0% Attack Speed 83% On Hit: * 11% chance to slow global speed by 36% * 11% chance to reduce armor by 31% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 Encumbrance T1 head armor [Ego+] Arcane While equipped: defense ------ Defense +1 (+0 eff.) Shield Power +6% Life Regen +1.80 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Ego+] Arcane While equipped: offense ------ Damage +10% temporal defense ------ Defense +1 (+0 eff.) Resistance +10% temporal Shield Power +6% Life Regen +1.70 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: offense ------ Damage +3% blight On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 21 defense ------ Armor +3 Fatigue +1% Resistance +18% fire Physical save +12 (+10 eff.) Life Regen +2.00 Knockbk Resist +10% A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: offense ------ Critical power +10.00% Mindpower +15 (+9 eff.) Damage +3% mind +3% fire On-Hit (Melee): * 20% chance to reduce armor by 31% defense ------ Armor +1 Fatigue +1% Resistance +7% fire +5% cold other ------- Max psi +20.00 A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str +4 Dex +3 Mag defense ------ Armor +1 Fatigue +1% other ------- Light +2 See Invis +3 A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: offense ------ Damage +3% light +12% darkness Ignore resists +10% darkness When Hit 4 lightning 2 darkness defense ------ Armor +1 Fatigue +1% Physical save +11 (+10 eff.) A cap made of leather. |
![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: offense ------ Mindpower +20 (+12 eff.) Damage +9% cold When Hit 4 cold defense ------ Armor +3 Fatigue +5% Resistance +6% fire +6% cold other ------- Psi when Hit +0.12 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 Encumbrance 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 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 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.(50 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 3.0 Encumbrance T1 digger tool [Ego+] Master While equipped: Stats +1 Str +1 Dex offense ------ Physical Power +4 (+2 eff.) Move Speed +10% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
By HAND BANANA the Ogre Writhing One level 10
7th Flare 122nd year of Ascendancy at 10:22 see stats
By HAND BANANA the Ogre Writhing One level 11
8th Flare 122nd year of Ascendancy at 14:03 see stats
Log
HAND BANANA casts Carrion Feet.
LOW HEALTH WARNING!
HAND BANANA rearms.
Talent Diseased Tongue is ready to use.
Deadly Poison from Mayewen the armoured skeleton warrior hits HAND BANANA for 32 nature damage.
Mayewen the armoured skeleton warrior is free from the weakness disease.
HAND BANANA casts Disjointed Mind.
Mayewen the armoured skeleton warrior wanders around!
Ran for 2 turns (stop reason: detrimental status effect).
LOW HEALTH WARNING!
Talent Dissolved Face is ready to use.
Deadly Poison from Mayewen the armoured skeleton warrior hits HAND BANANA for 29 nature damage.
Ran for 2 turns (stop reason: detrimental status effect).
Ran for 2 turns (stop reason: taken damage).
Talent Lash Out is ready to use.
Deadly Poison from Mayewen the armoured skeleton warrior hits HAND BANANA for 29 nature damage.
Mayewen the armoured skeleton warrior regains their energy.
Ran for 2 turns (stop reason: detrimental status effect).
Deadly Poison from Mayewen the armoured skeleton warrior hits HAND BANANA for 30 nature damage.
Ran for 2 turns (stop reason: detrimental status effect).
Poison bursts out of HAND BANANA's corpse!
Talent Shed Skin is ready to use.
Talent Writhing Hairs is ready to use.
Deadly Poison from Mayewen the armoured skeleton warrior hits HAND BANANA for 30 nature damage.
HAND BANANA the level 13 ogre writhing one was slimed to death by Mayewen the armoured skeleton warrior on level 2 of Ruins of Kor'Pul.