









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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: Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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 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: 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 | Ghoul |
Class | Reaver |
Level / Exp | 22 / 27% |
Size | medium |
Lifes / Deaths | Killed by Yvama the dredgling at level 22 on the 10th Regrowth 123rd year of Ascendancy at 04:39 / 1 |
Primary Stats
Strength | 48 (base 31) |
Dexterity | 21 (base 13) |
Constitution | 41 (base 20) |
Magic | 60 (base 51) |
Willpower | 18 (base 10) |
Cunning | 8 (base 10) |
Resources
Life | -278/755 |
Vim | 21/238 |
Healing Factor | 1.4281403954778 |
Regeneration | 3.0705018502773 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +80% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 1 |
See Invisible | 9 |
Offense: Mainhand
Damage | 63 |
Accuracy | 52 |
Crit Chance | 10% |
APR | 4 |
Speed | 1.00 |
Offense: Offhand
Damage | 47 |
Accuracy | 52 |
Crit Chance | 11% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 44 |
Crit Chance | 0% |
Speed | 1 |
Offense: Mind
Mindpower | 21 |
Crit Chance | 0% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +20% |
Light | +9% |
Nature | +6% |
Blight | +15% |
Mind | +11% |
Fire | +6% |
All | 0% |
Offense: Damage Penetration
Blight | +40% |
Light | +10% |
Fire | +35% |
All | 0% |
Defense: Base
Armour (hardiness) | 13 (38.594633868923%) |
Defense | 36 |
Ranged Defense | 36 |
Fatigue | 0 |
Physical Save | 28 |
Spell Save | 23 |
Mental Save | 9 |
Defense: Resistances
Blight | + 29%( 70%) |
Arcane | + 27%( 70%) |
Mind | + 30%( 70%) |
All | + 19%( 70%) |
Lightning | + 27%( 70%) |
Temporal | + 21%( 70%) |
Physical | + 20%( 70%) |
Cold | + 30%( 70%) |
Fire | + 37%( 70%) |
Nature | + 29%( 70%) |
Defense: Immunities
Pinning Resistance | 25% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Disarm Resistance | 28% |
Bleed Resistance | 100% |
Teleport Resistance | 20% |
Stun Resistance | 50% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
Inscriptions (3/4)
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 49 up to 5 times. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 19 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 85 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 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 25%, your defense is increased by 25 and all your resistances by 25%. Its effects scale with your Magic 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 |
| 2/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Corruption / Vim | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Sanguisuge | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Bone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Corruption / Plague | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Undead / Ghoul | 1.10 |
| 3/5 |
| 3/5 |
| 1/5 |
| 2/5 |
Corruption / Torment | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| 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 have explored the Maze and vanquished the Horned Horror. * 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 has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala needs your help making an elixir of mastery. 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.' * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed bear paw. * '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 have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 within3 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
On feet | ![]() 2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% blight Res.pen +10% blight +20% fire On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 23 ----- def ----- Armour +3 ---------- misc Infravis +1 A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Armour +8 Defense +10 (+4 eff.) Max.HP +40.00 Heal.mod +5% Disease- +10% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc 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. |
On head | ![]() 2.0 T1 head armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +11% mind +6% fire Res.pen +20% blight +15% fire ----- def ----- Defense +1 (+0 eff.) Resists +11% mind +9% fire A pointy cloth hat, very wizardly... |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Dex dps ---------- Melee+ 8 lightning Dmg.mod +5% lightning ----- def ----- Armour +2 Defense +15 (+6 eff.) Fatigue +3% Resists +7% lightning +3% mind Heal.mod +5% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc See.Invis +9 Unarmed combat: Power 125% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Crit.r2 +9 lightning On Hit: 10% Lightning Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 T2 totem charm [Random Unique] Nature While equipped: ----- def ----- Resists +5% arcane +3% temporal Max.HP +20.00 Teleport- +10% Heal yourself and all friendly characters within 10 spaces for 188 Puts all charms on 15 cooldown 100% to increase all damage penetration by 11% for 2 turns. 100% to gain a 11% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Dex dps ---------- Acc +26 (+9 eff.) Apr +1 Melee Ret 2 cold ----- def ----- Resists +1% physical Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +4 Mag +5 Wil dps ---------- Spell.pwr +7 (+2 eff.) ----- def ----- Max.HP +24.00 Disarm- +28% Pinning- +25% Knockbk- +20% Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% lightning +12% blight Res.pen +5% blight Melee Ret 6 nature ----- def ----- Resists +13% fire +9% nature +14% cold Amulets make your neck look great! |
In main hand | ![]() 3.0 T2 waraxe 1H weapon [Random Unique] Arcane/Master Power 110% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +7 cold On Hit.r1 +4 lightning On Hit: * 20% chance to reduce strength, dexterity, and constitution by 23 * 25% chance for lightning to strike from the target to a second target dealing 76 damage On Crit: * Wound the target dealing 200 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +7 (+2 eff.) Dmg.mod +3% lightning Res.pen +5% blight One-handed war axes. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +3 (+2 eff.) ----- def ----- Resists +5% arcane Phys.save +6 (+3 eff.) Die.at -20.00 life Poison- +10% Teleport- +10% A belt that goes around your waist. |
In off hand | ![]() 3.0 T3 waraxe 1H weapon [Random Unique] Nature/Master Power 136% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +13 nature While equipped: ----- def ----- Resists +6% blight +3% nature Die.at -60.00 life One-handed war axes. |
Cloak | ![]() 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Main armor | ![]() 2.0 T2 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +5 Mag +5 Wil +2 Con dps ---------- Dmg.mod +6% nature +9% light Res.pen +10% light ----- def ----- Resists +6% blight +3% lightning +9% all Max.HP +46.00 HP.reg +1.90 Heal.mod +10% Poison- +22% Disease- +20% ---------- misc Mana/turn +0.13 Psi/turn +0.16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 70 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning 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 [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 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 17% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Dex dps ---------- Phys.crit +4.0% ----- def ----- Armour +6 Resists +11% mind +3% lightning Confus- +20% ---------- misc Max.stam +10.00 Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Con dps ---------- Phys.pwr +20 (+6 eff.) Apr +3 ----- def ----- Resists +6% lightning +3% physical +11% light +12% darkness Blind- +21% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+6 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- Max.HP +21.00 Disarm- +22% Pinning- +21% Knockbk- +21% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% ---------- misc Max.enc +23 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego+] Master/Psionic While equipped: Stats +3 Cun dps ---------- Melee+ 10 physical Ranged+ 6 physical On Hit (Melee): * 12% chance to reduce all saves and defense by 15 On Hit (Ranged): * 11% chance to reduce all saves and defense by 15 ----- def ----- Fatigue -5% ---------- misc Max.enc +20 Hate/m.crit +2.00 Max.hate +6.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
![]() 5.0 T2 staff 1H weapon [Rare] Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +7 Wil dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +12% mind +15% fire Melee Ret 4 mind ----- def ----- Resists +6% blight +6% nature ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Ego+] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical 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 +9 (+3 eff.) Dmg.mod +15% arcane ---------- misc Vim/s.crit +3.00 Max.vim +12.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T1 battleaxe 2H weapon [Rare] Psionic Power 113% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Melee+ +9 mind +12 physical On Hit.r1 +12 nature On Hit: * 16% chance to reduce all saves and defense by 15 While equipped: Stats +3 Wil +3 Cun +2 Con dps ---------- Phys.crit +2.0% Dmg.mod +3% nature +6% darkness ----- def ----- Phys.save +12 (+6 eff.) Massive two-handed battleaxes. |
![]() 3.0 T2 battleaxe 2H weapon [Rare] Master Power 124% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Hit.r1 +20 blight While equipped: dps ---------- Phys.pwr +20 (+6 eff.) Res.pen +7% all Acc +12 (+4 eff.) Apr +12 ----- def ----- Defense +5 (+2 eff.) Resists +2% physical Phys.save +9 (+5 eff.) Die.at -60.00 life Massive two-handed battleaxes. |
![]() 3.0 T1 longsword 1H weapon [Ego] Arcane/Master Power 117% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 127 damage over 5 turns and reducing armor and accuracy by 16 Sharp, long, and deadly. |
![]() 3.0 T2 longsword 1H weapon [Ego] Nature/Master Power 115% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +7 nature While equipped: dps ---------- Acc +7 (+3 eff.) ----- def ----- Defense +5 (+2 eff.) Disarm- +29% Sharp, long, and deadly. |
![]() 3.0 T2 longsword 1H weapon [Random Unique] Arcane/Master Power 117% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +9 cold On Hit.r1 +4 darkness On Hit: * 25% chance for lightning to strike from the target to a second target dealing 76 damage While equipped: dps ---------- Dmg.mod +3% blight Res.pen +5% physical Acc +7 (+3 eff.) Apr +6 ----- def ----- Resists +9% blight +3% darkness Sharp, long, and deadly. |
![]() 3.0 T2 longsword 1H weapon [Ego+] Psionic Power 113% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Sharp, long, and deadly. |
![]() 3.0 T1 mace 1H weapon [Rare] Psionic Power 104% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: dps ---------- Dmg.mod +3% mind Res.pen +5% nature On Hit (Melee): * 10% chance to reduce damage dealt by 13% ----- def ----- Resists +6% nature Blunt and deadly. |
![]() 3.0 T1 mace 1H weapon [Ego] Arcane/Psionic Power 105% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Melee+ +7 darkness +7 temporal Against +6% Living While equipped: ----- def ----- Resists +6% temporal Blunt and deadly. |
![]() 3.0 T2 mace 1H weapon [Random Unique] Nature/Master Power 107% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +13 nature While equipped: dps ---------- Dmg.mod +3% arcane Res.pen +5% arcane +10% nature Acc +7 (+3 eff.) ----- def ----- Defense +5 (+2 eff.) Resists +6% nature Disarm- +22% Blunt and deadly. |
![]() 3.0 T1 waraxe 1H weapon [Normal] Power 105% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% One-handed war axes. |
![]() 3.0 T1 waraxe 1H weapon [Normal] Power 102% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% One-handed war axes. |
![]() 3.0 T2 waraxe 1H weapon [Random Unique] Arcane/Nature/Master Power 116% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +6 nature On Hit.r1 +12 mind +7 fire On Hit: * 10% chance to reduce all saves and defense by 15 While equipped: dps ---------- Dmg.mod +3% lightning Res.pen +5% lightning One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon [Random Unique] Nature/Psionic Power 120% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +12 temporal +11 mind +7 darkness Against +8% Living On Crit.r2 +7 acid +22 nature On Hit: * 15% chance to reduce all saves and defense by 15 While equipped: Stats +6 Cun +3 Wil dps ---------- Res.pen +11% acid +10% nature Apr +7 ----- def ----- Resists +6% temporal One-handed war axes. |
![]() 1.0 T1 dagger 1H weapon Reqs Cun 16 [Unique] Arcane Power 111% Range: 1.3x Uses 45% Str, 55% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+7 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
![]() 4.0 T2 longbow 2H weapon Reqs Shoot [Unique] Arcane/Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 On Hit: 25% Epidemic 1 On Hit: 25% Cyst Burst 1 While equipped: dps ---------- Spell.pwr +10 (+3 eff.) Ranged+ 20 blight Dmg.mod +20% blight On Hit (Ranged): * 40% chance to reduce strength, dexterity, and constitution by 23 ----- def ----- Disease- +50% A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
![]() 4.0 T2 sling 1H weapon Reqs Shoot [Ego] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: Stats +2 Cun dps ---------- Res.pen +6% physical Slings are used to hurl stones or metal shots at your foes. |
![]() 2.0 T2 cloth armor [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +22% blight +15% light +12% arcane Res.pen +5% arcane ----- def ----- Resists +22% blight +3% fire +22% light +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +12 (+4 eff.) Dmg.mod +5% all ----- def ----- Resists +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +6 Cun dps ---------- Spell.crit +3% Crit.mult +13.00% Spell.pwr +4 (+1 eff.) Dmg.mod +20% acid +7% physical +3% darkness +11% fire +8% cold Res.pen +5% acid On Hit (Melee): * 20% chance to reduce armor by 33% ----- def ----- Resists +12% acid +15% physical +6% darkness +12% cold +13% fire +11% all Spell.save +22 (+11 eff.) ---------- misc Hate/m.crit +3.00 Psi/m.crit +3.00 Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T1 light armor [Rare] Nature While equipped: dps ---------- Mind.crit +3% Dmg.mod +6% lightning +12% mind Melee Ret 2 lightning ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +3% fire Max.HP +30.00 HP.reg +4.10 Heal.mod +10% A suit of armour made of leather. |
![]() 9.0 T1 light armor [Rare] Master While equipped: Stats +2 Str ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +16% lightning +3% mind +6% blight Spell.save +3 (+2 eff.) ---------- misc Stam/turn +1.00 A suit of armour made of leather. |
![]() 17.0 T2 massive armor Reqs Massive armour training [Ego] Nature While equipped: ----- def ----- Armour +9 Fatigue +22% HP.reg +2.40 ---------- misc Stam/turn +0.70 A suit of armour made of metal plates. |
![]() 1.0 T1 belt armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +2 (+0 eff.) ----- def ----- Defense +8 (+4 eff.) Mind.save +6 (+6 eff.) Stealth +5 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Con dps ---------- Dmg.mod +3% lightning ----- def ----- Defense +1 (+0 eff.) Resists +6% mind +3% 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 T1 cloak armor [Rare] Arcane While equipped: ----- def ----- Defense +1 (+0 eff.) Resists +3% acid Crit.chn- 15.00% Spell.save +6 (+3 eff.) Mind.save +5 (+5 eff.) Max.HP +20.00 Silence- +20% 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 [Rare] Master While equipped: dps ---------- Melee Ret 4 arcane ----- def ----- Defense +7 (+3 eff.) Resists +3% blight Phys.save +6 (+3 eff.) Die.at -60.00 life HP.reg +4.00 Confus- +20% 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 feet armor [Rare] Nature While equipped: Stats +1 Wil dps ---------- Dmg.mod +12% mind On Hit (Melee): * 10% chance to reduce armor by 33% ----- def ----- Armour +1 Resists +6% lightning +6% temporal ---------- misc Hate/m.crit +3.00 A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Ego] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +1 A pair of boots made of leather. |
![]() 1.0 T1 hands armor [Ego] Arcane/Master While equipped: Stats +2 Dex dps ---------- Melee+ 5 blight Dmg.mod +3% blight Acc +10 (+4 eff.) ----- def ----- Armour +1 Resists +6% blight Unarmed combat: Power 97% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +6 Apr +1 Crit +5.0% Atk.spd 100% On Crit.r2 +5 blight On Hit: 20% Soul Rot 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Ego] Master/Psionic While equipped: Stats +3 Dex dps ---------- Acc +10 (+4 eff.) ----- def ----- Armour +2 HP.reg +3.00 ---------- misc Stam/turn +0.50 Max.stam +17.00 Unarmed combat: Power 111% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +7 Apr +3 Crit +7.0% Atk.spd 100% On Hit: 10% Nightmare 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T1 head armor [Ego+] Master While equipped: ----- def ----- Armour +6 Defense +4 (+2 eff.) Fatigue +1% Resists +3% all Phys.save +6 (+3 eff.) A cap made of leather. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: ----- def ----- Armour +3 Defense +10 (+4 eff.) Fatigue +5% Resists +1% physical +11% light +3% blight +5% arcane +11% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+11 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +1 Str +5 Dex ----- def ----- Armour +4 Defense +20 (+8 eff.) Fatigue +4% Resists +7% acid +1% physical +13% darkness +7% cold +7% lightning +11% fire ---------- misc Infravis +2 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 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 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning 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 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +42.00 ---------- misc Light +5 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. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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 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 T2 torque charm [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Melee Ret 4 acid ----- def ----- Armour +6 Defense +10 (+4 eff.) Resists +3% cold Silence- +20% Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +6% mind +9% cold ----- def ----- Armour +2 Crit.chn- 15.00% Max.HP +40.00 Poison- +20% Knockbk- +20% Heal yourself and all friendly characters within 10 spaces for 122 Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Phys.pwr +15 (+5 eff.) Res.pen +5% light ----- def ----- Die.at -20.00 life ---------- misc Light +2 Heal yourself and all friendly characters within 10 spaces for 122 Puts all charms on 15 cooldown 100% to heal for 40. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: Stats +6 Dex +3 Wil dps ---------- Res.pen +5% mind ---------- misc Max.psi +40.00 Infravis +3 Sting an enemy dealing 199 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Achievements
By gerb the Ghoul Reaver level 10
6th Dusk 122nd year of Ascendancy at 17:11 see stats
By gerb the Ghoul Reaver level 10
9th Mirth 122nd year of Ascendancy at 15:27 see stats
By gerb the Ghoul Reaver level 20
5th Regrowth 123rd year of Ascendancy at 20:03 see stats
By gerb the Ghoul Reaver level 5
4th Mirth 122nd year of Ascendancy at 14:57 see stats
By gerb the Ghoul Reaver level 19
67th Haze 122nd year of Ascendancy at 03:49 see stats
By gerb the Ghoul Reaver level 21
9th Regrowth 123rd year of Ascendancy at 18:40 see stats
By gerb the Ghoul Reaver level 14
12nd Haze 122nd year of Ascendancy at 23:57 see stats
Log
Bone Spike hits Yvama the dredgling for 19 physical damage.
Ruin hits gerb for 8 healing, 8 healing, 8 healing, 8 healing (0 total damage) [33 healing].
Yvama the dredgling uses Block.
Yvama the dredgling no longer vulnerable to disease.
gerb receives 46 healing from Gerb's purging blight area effect.
Gerb's purging blight area effect hits Yvama the dredgling for (20 blocked), 0 blight (0 total damage).
Ghoul Rot from Gerb hits Yvama the dredgling for (18 blocked), 0 blight (0 total damage).
Weakness Disease from Gerb hits Yvama the dredgling for (22 blocked), 0 blight (0 total damage).
Gerb is not disabled anymore.
Talent Virulent Disease is ready to use.
Burning from Yvama the dredgling hits gerb for 61 fire damage.
Gerb casts Drain.
gerb hits Yvama the dredgling for (131 blocked), 0 blight, (4 blocked), 0 cold, (7 blocked), 0 lightning, (13 blocked), 0 blight, (4 blocked), 0 lightning, (2 blocked), 0 blight, (10 blocked), 0 nature, (7 blocked), 0 lightning, (13 blocked), 0 blight (0 total damage).
Bone Spike hits Yvama the dredgling for (15 blocked), 0 physical (0 total damage).
Yvama the dredgling uses Shield Pummel.
Yvama the dredgling casts Flame.
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 48.
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 29.
Gerb resists!
Yvama the dredgling casts Flame.
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 42.
Yvama the dredgling performs a melee critical strike against gerb!
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 25.
Gerb is stunned!
Melee retaliation hits Yvama the dredgling for 1 cold, 5 nature, 1 cold, 5 nature, 1 cold, 5 nature (18 total damage).
Greater Weapon Focus from Yvama the dredgling hits gerb for 107 physical, 43 fire, 21 lightning, 154 fire (325 total damage).
Yvama the dredgling hits gerb for 112 physical, 49 fire, 24 lightning, 179 fire, 93 physical (457 total damage).
gerb the level 22 ghoul reaver was decapitated to death by Yvama the dredgling on level 4 of The Maze.
Yvama the dredgling prepares for the next kill!