











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! 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. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: 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:
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: 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:
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: 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 | Female |
Race | Cornac |
Class | Reaver |
Level / Exp | 16 / 82% |
Size | medium |
Lifes / Deaths | Killed by Glenne the giant venus flytrap at level 16 on the 40th Haze 122nd year of Ascendancy at 14:51 / 1 |
Primary Stats
Strength | 27 (base 24) |
Dexterity | 18 (base 11) |
Constitution | 11 (base 10) |
Magic | 44 (base 43) |
Willpower | 15 (base 10) |
Cunning | 13 (base 11) |
Resources
Life | -86/463 |
Vim | 44/187 |
Healing Factor | 1.1097162075846 |
Regeneration | 2.4968614670654 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 1 |
Offense: Mainhand
Damage | 37 |
Accuracy | 48 |
Crit Chance | 4% |
APR | 3 |
Speed | 1.00 |
Offense: Offhand
Damage | 9 |
Accuracy | 48 |
Crit Chance | 5% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 32 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 20 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Acid | +17% |
Light | +21% |
Temporal | +12% |
Physical | +9% |
Arcane | +3% |
Cold | +9% |
All | 0% |
Offense: Damage Penetration
Acid | +11% |
Defense: Base
Armour (hardiness) | 33.335093952971 (47.857809501309%) |
Defense | 18 |
Ranged Defense | 18 |
Fatigue | 0 |
Physical Save | 19 |
Spell Save | 20 |
Mental Save | 9 |
Defense: Resistances
Acid | + 11%( 70%) |
Light | + 70%( 70%) |
Darkness | + 22%( 70%) |
Arcane | + 5%( 70%) |
Cold | + 12%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Knockback Resistance | 50% |
Silence Resistance | 10% |
Instadeath Resistance | 100% |
Blind Resistance | 20% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 53 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 Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 132 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 507% 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. |
Class Talents
Corruption / Scourge | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Reaving combat | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Rot | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Vim | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Sanguisuge | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Bone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Corruption / Plague | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Corruption / Torment | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 3/5 |
| 2/5 |
| 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 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 |
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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * '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.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed snow giant kidney. * You've found the needed red crystal shard. Ungrol of Last Hope needs your help making an elixir of foundations. 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.' * You've found the needed xorn fragment. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | 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 within6 lumberjacks have died. | done |
Equipment
On feet | ![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: defense ------ Armor +4 Fatigue +2% Resistance +6% acid +6% cold Life +80.00 Blind Resist +20% Knockbk Resist +10% other ------- Infravision +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 Encumbrance 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.(60 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +9% physical +9% cold Accuracy +15 (+5 eff.) defense ------ Armor +1 Fatigue +1% Resistance +6% cold +11% light +12% darkness Unlife -60.00 life A cap made of leather. |
On hands | ![]() 1.0 Encumbrance T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Dex offense ------ On-Hit 5 acid Damage +4% acid Accuracy +11 (+3 eff.) defense ------ Armor +1 Resistance +5% acid Unarmed combat: Weapon Damage 96% Range: 1.0x-1.1x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +6 Ignore Armor +1 Critical Rate +5.0% Attack Speed 100% On-crit, radius 2 +6 acid On Hit: 10% Corrosive Breath level 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 Encumbrance T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 22 lightning damage and will be dazed for 1 turn (110 total damage) Puts all charms on 15 turn cooldown 100% to heal for 31. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: offense ------ Damage +12% temporal +11% light +3% arcane When Hit 4 arcane On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +22% light Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +3 Str +3 Dex defense ------ Armor +6 Resistance +5% arcane Silence Resist +10% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Affinity +15% nature Life Regen +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Effective talent level: 2.0 Power cost 35 out of 2/35. Range melee/personal Cooldown: 15 Travel.spd instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 155 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
In main hand | ![]() 3.0 Encumbrance T2 longsword 1H weapon [Ego+] Arcane Weapon Damage 110% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +7 blight On Hit: * 5% chance to reduce strength, dexterity, and constitution by 18 * Create an explosion dealing 55 acid damage (1/turn) While equipped: offense ------ Damage +7% acid Ignore resists +6% acid Sharp, long, and deadly. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | ![]() 1.0 Encumbrance T1 dagger 1H weapon [Ego+] Arcane Weapon Damage 101% 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 +6 blight On Hit: * 6% chance to reduce strength, dexterity, and constitution by 18 * Create an explosion dealing 55 acid damage (1/turn) While equipped: offense ------ Damage +6% acid Ignore resists +5% acid Sharp, short and deadly. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Dex +1 Mag +2 Cun +1 Con defense ------ Armor +6 Defense +11 (+6 eff.) other ------- Mana/turn +0.08 Max stamina +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 14.0 Encumbrance T1 heavy armor [Ego+] Arcane/Master While equipped: defense ------ Armor +9 Defense +2 (+2 eff.) Fatigue +7% Resistance +10% light +10% darkness Physical save +6 (+3 eff.) A suit of armour made of mail. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 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 19% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 20 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 149.11 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects 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 rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 207 damage for 4 turns. 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 rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 239 damage for 4 turns. 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 T1 ring jewelry [Rare] Nature While equipped: Stats +2 Wil +4 Cun +1 Con offense ------ Damage +11% nature defense ------ Resistance +6% lightning +9% cold +22% nature Rings make your fingers look great! |
![]() 3.0 Encumbrance T1 longsword 1H weapon [Rare] Master Weapon Damage 114% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +2.5% Attack Speed 100% On-crit, radius 2 +4 arcane While equipped: Stats +3 Str offense ------ Physical Power +15 (+6 eff.) Damage +6% fire +3% physical Sharp, long, and deadly. |
![]() 3.0 Encumbrance T1 longsword 1H weapon [Rare] Master Weapon Damage 100% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +2 Str +1 Con offense ------ Physical Power +6 (+3 eff.) Ignore resists +6% physical defense ------ Resistance +9% mind Healmod +20% Silence Resist +10% Disarm Resist +10% Sharp, long, and deadly. |
![]() 3.0 Encumbrance T1 waraxe 1H weapon [Rare] Master Weapon Damage 128% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On Hit: * 10 arcane resource burn While equipped: Stats +4 Con offense ------ Physical Crit +1.0% defense ------ Resistance +5% arcane +1% physical One-handed war axes. |
![]() 1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 32 [Unique] Arcane Weapon Damage 129% Range: 1.0x-1.3x Uses 50% Dex, 15% Mag, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +9.0% Attack Speed 100% Damage Conversion 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag offense ------ Damage +5% darkness Ignore resists +10% darkness defense ------ Resistance +10% darkness Stealth +10 Invoke Darkness: Effective talent level: 3.0 Power cost 20 out of 20/20. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 81.85 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
![]() 2.0 Encumbrance T4 cloth armor [Ego+] Nature While equipped: defense ------ Resistance +8% blight +13% all Life +69.00 Life Regen +2.80 Healmod +21% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Damage +3% mind On-Hit (Melee): * 20 arcane resource burn * 10% chance to reduce all saves and defense by 14 defense ------ Resistance +3% lightning +6% mind Life +30.00 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: offense ------ Spellpower +2 (+1 eff.) Damage +9% cold Ignore resists +25% acid On-Hit (Melee): * 20% chance to reduce armor by 28% defense ------ Resistance +6% acid +6% cold Mind save +6 (+6 eff.) A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Ignore resists +20% blight When Hit 4 mind defense ------ Defense +7 (+4 eff.) Physical save +6 (+3 eff.) other ------- Mana-on-crit +2.00 Max mana +40.00 Max vim +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex offense ------ Damage +3% lightning Ignore resists +20% darkness +5% cold On-Hit (Melee): * 10% chance to reduce damage dealt by 12% defense ------ Defense +1 (+1 eff.) Resistance +6% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: offense ------ Damage +3% nature Ignore resists +5% darkness When Hit 2 nature 4 darkness On-Hit (Melee): * 10% chance to slow global speed by 39% defense ------ Defense +1 (+1 eff.) Resistance +12% darkness Spell save +6 (+3 eff.) Mind save +6 (+6 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 [Rare] Master While equipped: Stats +2 Wil offense ------ Physical Crit +4.0% Physical Power +4 (+2 eff.) Damage +6% acid Ignore Armor +4 defense ------ Armor +1 Resistance +9% acid Crit Resistance 10.00% other ------- Infravision +1 See Invisibility +3 A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +4 Str +3 Wil +3 Cun offense ------ Physical Power +20 (+7 eff.) Damage +12% lightning defense ------ Armor +1 Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +7 (+7 eff.) A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +2 Str offense ------ Physical Crit +1.0% Move Speed +25% Accuracy +15 (+5 eff.) defense ------ Armor +1 Defense +5 (+3 eff.) Resistance +3% acid +1% physical A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Str +3 Con offense ------ Damage +3% fire When Hit 6 fire defense ------ Armor +1 Resistance +12% fire +5% cold other ------- Light +1 A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +5 Lck +3 Dex offense ------ Damage +6% mind Ignore resists +20% fire When Hit 2 mind On-Hit (Melee): * 10 arcane resource burn defense ------ Armor +1 Resistance +9% lightning Spell save +9 (+4 eff.) Stealth +6 A pair of boots made of leather. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Str offense ------ Ignore resists +15% fire Ignore Armor +2 defense ------ Armor +3 Fatigue -3% Physical save +6 (+3 eff.) Unlife -20.00 life other ------- Encumbrance +22 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +1 Str offense ------ Ignore resists +5% light On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +3 Fatigue +2% Resistance +3% light Silence Resist +24% Confus Resist +20% Stun Resist +22% other ------- Infravision +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Cun offense ------ Critical power +5.00% When Hit 6 mind defense ------ Armor +3 Fatigue -3% Resistance +6% lightning Physical save +6 (+3 eff.) Unlife -40.00 life other ------- Encumbrance +20 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% fire defense ------ Armor +2 Resistance +10% fire Unarmed combat: Weapon Damage 89% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.0% Attack Speed 100% On-hit +10 fire Damage Conversion 100% fire On Hit: 30% Flamespit level 3 Flamespit: Effective talent level: 3.0 Power cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 28.20 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
![]() 1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Unarmed combat: Weapon Damage 92% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +4.0% Attack Speed 100% On Hit: 35% Slime Spit level 1 These gloves are coated with a thick, green liquid. |
![]() 1.0 Encumbrance T1 hands armor [Ego] Arcane While equipped: offense ------ On-Hit 6 blight Damage +3% blight defense ------ Armor +1 Resistance +5% blight Unarmed combat: Weapon Damage 95% Range: 1.0x-1.1x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% On-crit, radius 2 +5 blight On Hit: 20% Soul Rot level 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T2 hands armor [Random Unique] Arcane/Psionic While equipped: Stats +3 Mag offense ------ Mind Crit +1% Damage +6% arcane Accuracy +14 (+4 eff.) defense ------ Armor +2 Resistance +6% temporal Physical save +10 (+5 eff.) Mind save +12 (+11 eff.) Disarm Resist +56% other ------- EQ when Hit +0.08 Max psi +10.00 Unarmed combat: Weapon Damage 113% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +13 Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +8 arcane On-crit, radius 2 +7 arcane On Hit: 20% Perfect Control level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +1 Mag +2 Wil +4 Cun +4 Con offense ------ On-Hit (Melee): * 10% chance to slow global speed by 39% defense ------ Defense +1 (+1 eff.) Resistance +3% nature Physical save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Cun +4 Str offense ------ Damage +3% light +3% darkness Ignore resists +20% light defense ------ Armor +1 Fatigue +1% Crit Resistance 5.00% other ------- Infravision +3 A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: offense ------ Damage +3% nature Ignore resists +5% nature +5% cold On-Hit (Melee): * 20% chance to slow global speed by 39% * 10% chance to reduce damage dealt by 12% defense ------ Defense +1 (+1 eff.) Resistance +6% cold other ------- EQ when Hit +0.70 Psi when Hit +0.70 Hate when Hit +0.90 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: Stats +4 Mag +1 Wil +1 Con offense ------ Damage +11% arcane +3% darkness Ignore resists +25% darkness defense ------ Defense +1 (+1 eff.) other ------- Max mana +10.00 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str offense ------ Physical Crit +3.0% Damage +6% lightning defense ------ Armor +1 Fatigue +1% Resistance +2% physical other ------- Max stamina +30.00 See Invisibility +3 A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +2 Str +2 Wil +3 Cun +2 Con offense ------ Mindpower +4 (+2 eff.) defense ------ Armor +1 Fatigue +1% Resistance +3% nature +15% cold Life Regen +4.00 A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Dex defense ------ Armor +1 Fatigue +1% Resistance +6% fire +6% cold A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Str defense ------ Armor +1 Fatigue +1% Resistance +6% fire +6% cold A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str +3 Wil +1 Cun offense ------ Ignore resists +5% mind On-Hit (Melee): * 10% chance to reduce all saves and defense by 14 defense ------ Armor +1 Fatigue +1% Resistance +3% mind A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Con defense ------ Armor +1 Fatigue +1% A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Con defense ------ Armor +1 Fatigue +1% Physical save +10 (+5 eff.) A cap made of leather. |
![]() 3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 Encumbrance T1 digger tool [Ego+] Master While equipped: Stats +1 Cun +1 Str offense ------ Accuracy +4 (+1 eff.) other ------- Infravision +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Mind save +10 (+10 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 6 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 6 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 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. |
![]() 2.0 Encumbrance T2 torque charm [Random Unique] Psionic While equipped: offense ------ When Hit 6 darkness defense ------ Spell save +9 (+4 eff.) Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Setup a psionic shield, reducing all damage taken by 49 for 5 turns Puts all charms on 25 turn cooldown 100% to increase the duration of 2 beneficial effects by 1. 100% to reduce fatigue by 20% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: offense ------ Damage +9% blight Ignore resists +10% blight On-Hit (Melee): * 10% chance to reduce damage dealt by 12% defense ------ Resistance +3% blight Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 turn cooldown 100% to increase all damage by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: Stats +2 Str +2 Dex defense ------ Resistance +6% cold +5% arcane +6% nature Sting an enemy dealing 110 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: Stats +3 Cun offense ------ Damage +3% mind When Hit 2 mind 4 acid defense ------ Resistance +6% fire other ------- Hate-on-crit +3.00 Max hate +2.00 Wards +3 acid +3 temporal +3 darkness +3 light Talents +1 Ward Fire a magical bolt dealing 105 lightning damage Puts all charms on 15 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Zubebremira the Cornac Reaver level 10
78th Dusk 122nd year of Ascendancy at 20:10 see stats
By Zubebremira the Cornac Reaver level 10
47th Dusk 122nd year of Ascendancy at 04:37 see stats
By Zubebremira the Cornac Reaver level 7
78th Pyre 122nd year of Ascendancy at 11:04 see stats
By Zubebremira the Cornac Reaver level 11
21st Haze 122nd year of Ascendancy at 00:54 see stats
Log
Burning from Salilratha the cave bear hits Carrion worm mass for 37 fire damage.
Salyretha the brown bear's Beyond the Flesh hits Zubebremira for (8 to ice), 12 physical, (5 to ice), 8 physical (20 total damage).
Melee retaliation hits Iceblock for 2 arcane damage.
Blight Poison from Carrion worm mass hits Large white snake for 5 blight damage.
Glenne the giant venus flytrap uses Superconduction.
Glenne the giant venus flytrap hits Zubebremira for (25 to ice), 37 lightning (37 total damage).
--------------------------------
Zubebremira casts Bone Grab.
Zubebremira hits Iceblock for 10 physical, 3 blight, 3 acid, 5 blight, 3 physical, 3 blight, 3 acid, 5 blight (33 total damage).
Melee retaliation hits Iceblock for 2 arcane, 2 arcane (4 total damage).
Salyretha the brown bear uses Charged Strike.
Zubebremira is free from the ice.
Melee retaliation hits Iceblock for 2 arcane damage.
Salyretha the brown bear hits Zubebremira for (18 to ice), 27 lightning, (5 to ice), 8 physical, (25 to ice), 38 lightning (73 total damage).
Carrion worm mass hits Brown bear for 7 physical damage.
Zubebremira HEALS from nature damage!
Thorn Grab from Glenne the giant venus flytrap hits Zubebremira for 8 nature, 1 healing (8 total damage) [1 healing].
Poison from Glenne the giant venus flytrap hits Zubebremira for 29 nature, 5 healing (29 total damage) [5 healing].
Bleeding from Glenne the giant venus flytrap hits Zubebremira for 29 physical damage.
Salyretha the brown bear's Beyond the Flesh performs a melee critical strike against Zubebremira!
Your summoned carrion worm mass disappears.
Salyretha the brown bear's Beyond the Flesh hits Zubebremira for 33 physical, 5 fire, 13 physical (52 total damage).
Melee retaliation hits Salyretha the brown bear for 0 arcane damage.
Blight Poison from Carrion worm mass hits Large white snake for 9 blight damage.
Glenne the giant venus flytrap uses Condensate.
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 21.
Carrion worm mass's wormblight area effect hits Brown bear for 14 blight damage.
Glenne the giant venus flytrap hits Zubebremira for 116 fire damage.
Zubebremira the level 16 cornac reaver was slowly cooked to death by Glenne the giant venus flytrap on level 3 of Norgos Lair.