











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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:
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.
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. 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:
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 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: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Halfling |
Class | Rogue |
Level / Exp | 24 / 77% |
Size | small |
Lifes / Deaths | Killed by Aerariwe the orc corruptor at level 24 on the 56th Haze 122nd year of Ascendancy at 18:33 / 1 |
Primary Stats
Strength | 37 (base 13) |
Dexterity | 59 (base 54) |
Constitution | 21 (base 10) |
Magic | 10 (base 10) |
Willpower | 17 (base 10) |
Cunning | 62 (base 44) |
Resources
Life | -45/570 |
Stamina | 78/216 |
Healing Factor | 1.094804467222 |
Regeneration | 2.4633100512495 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +52% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 5 |
See Stealth | 41.154681673803 |
See Invisible | 41.154681673803 |
Offense: Mainhand
Damage | 88 |
Accuracy | 66 |
Crit Chance | 36% |
APR | 13 |
Speed | 1.00 |
Offense: Offhand
Damage | 42 |
Accuracy | 66 |
Crit Chance | 36% |
APR | 13 |
Speed | 1.00 |
Offense: Spell
Spellpower | 3.3333333333333 |
Crit Chance | 20% |
Speed | 1 |
Offense: Mind
Mindpower | 30 |
Crit Chance | 20% |
Speed | 1 |
Offense: Damage Bonus
Acid | +9% |
Physical | +3% |
Cold | +21% |
All | 0% |
Darkness | +12% |
Light | +12% |
Mind | +3% |
Lightning | +3% |
Nature | +6% |
Offense: Damage Penetration
Darkness | +5% |
Nature | +25% |
Lightning | +10% |
Cold | +17% |
All | 0% |
Defense: Base
Armour (hardiness) | 25 (69.687909656376%) |
Defense | 64 |
Ranged Defense | 64 |
Fatigue | 0 |
Physical Save | 41 |
Spell Save | 27 |
Mental Save | 35 |
Defense: Resistances
Acid | + 30%( 70%) |
Arcane | + 14%( 70%) |
Cold | + 40%( 70%) |
All | + 10%( 70%) |
Lightning | + 22%( 70%) |
Physical | + 13%( 70%) |
Darkness | + 15%( 70%) |
Mind | + 15%( 70%) |
Fire | + 31%( 70%) |
Nature | + 35%( 70%) |
Defense: Immunities
Stun Resistance | 35% |
Instadeath Resistance | 100% |
Disarm Resistance | 20% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 361 life over 5 turns. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 at most 252 damage for 4 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 171 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
Technique / Duelist | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.50 |
| 3/5 |
| 2/5 |
| 2/5 |
| 3/5 |
Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.50 |
| 3/5 |
| 3/5 |
| 2/5 |
| 3/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Lethality | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| 5/5 |
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 |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved Strength by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Strength by +5. | done |
You failed to protect the lost warrior from death by Beletta the cold drake. Escort: lost warrior (level 1 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved Constitution by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 wretchling eyeball. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' You have aided Marus of Elvala in creating an elixir of the savior. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
Equipment
On feet | ![]() 2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+1 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Psionic While equipped: offense ------ On-Hit (Melee): * 20 arcane resource burn defense ------ Armor +4 Defense +6 (+2 eff.) Resistance +3% darkness +5% arcane +12% nature Physical save +11 (+4 eff.) Spell save +11 (+5 eff.) Mind save +11 (+5 eff.) Unlife -20.00 life other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 Encumbrance T3 head armor [Rare] Master While equipped: offense ------ Damage +6% acid +3% cold +12% light Ignore resists +5% cold When Hit 10 acid On-Hit (Melee): * 20% chance to reduce armor by 8% defense ------ Armor +6 Fatigue +3% other ------- Infravision +2 A cap made of leather. |
On hands | ![]() 1.0 Encumbrance T2 hands armor [Rare] Nature While equipped: offense ------ On-Hit 9 cold Damage +3% cold +12% darkness +3% mind Ignore resists +25% nature When Hit 2 mind defense ------ Armor +2 Resistance +6% mind +5% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +4 Cun +1 Str offense ------ Mindpower +5 (+3 eff.) Accuracy +4 (+1 eff.) defense ------ Resistance +6% nature +3% darkness Mind save +6 (+3 eff.) other ------- Psi when Hit +0.04 Max hate +4.00 Infravision +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Ego++] Master/Psionic While equipped: Stats +5 Str +2 Cun +5 Con offense ------ Physical Power +7 (+2 eff.) On-Hit 5 physical On-Ranged-Hit 11 physical On-Hit (Melee): * 12% chance to reduce all saves and defense by 20 On-Hit (Ranged): * 10% chance to reduce all saves and defense by 20 other ------- Hate-on-crit +1.00 Max hate +8.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 4.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 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! |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +6 Str offense ------ Critical power +15.00% On-Hit (Melee): * 10% chance to reduce damage dealt by 17% defense ------ Defense +10 (+3 eff.) Physical save +6 (+2 eff.) Life Regen +2.00 Stun Resist +25% Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: Stats +8 Lck offense ------ Damage +3% acid Ignore resists +5% darkness Accuracy +7 (+2 eff.) When Hit 2 darkness defense ------ Defense +8 (+2 eff.) Resistance +12% acid +3% physical Physical save +6 (+2 eff.) Resist unseen 13% Amulets make your neck look great! |
In main hand | ![]() 1.0 Encumbrance T4 dagger 1H weapon [Ego+] Nature/Disrupt Weapon Damage 30.0 - 39.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% Damage Against +17% Unnatural On-crit, radius 2 +22 lightning +15 cold While equipped: Stats +3 Wil offense ------ Move Speed +32% Ignore resists +10% lightning +12% cold Sharp, short and deadly. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Physical Power +5 (+1 eff.) Damage +6% nature +3% physical Accuracy +15 (+4 eff.) defense ------ Life +33.00 other ------- Max stamina +10.00 A belt that goes around your waist. |
In off hand | ![]() 1.0 Encumbrance T4 dagger 1H weapon [Ego] Disrupt/Master Weapon Damage 26.5 - 34.5 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% While equipped: offense ------ Accuracy +9 (+2 eff.) defense ------ Defense +6 (+2 eff.) Resistance +10% acid +10% lightning +8% cold +11% fire +3% all Spell save +8 (+4 eff.) Disarm Resist +20% Sharp, short and deadly. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Str +2 Dex offense ------ Physical Crit +2.0% Physical Power +2 (+0 eff.) Damage +3% lightning Accuracy +5 (+1 eff.) defense ------ Defense +21 (+6 eff.) Fatigue -3% other ------- 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 | ![]() 2.0 Encumbrance T1 cloth armor [Rare] Master While equipped: defense ------ Armor +9 Defense +3 (+1 eff.) Resistance +3% lightning +12% fire +7% all Physical save +15 (+5 eff.) Stun Resist +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 54 then cleanse 1 wound, poison, and disease effect. 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 T3 ring jewelry [Rare] Master While equipped: Stats +4 Wil +5 Con offense ------ Mind Crit +2% Critical power +15.00% Mindpower +10 (+5 eff.) defense ------ Life +29.00 Disarm Resist +28% Pinning Resist +34% Knockbk Resist +30% other ------- Max hate +4.00 Rings make your fingers look great! |
![]() 5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +14 (+4 eff.) Damage +15% arcane other ------- Mana/turn +0.18 Max mana +37.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T2 greatmaul 2H weapon [Rare] Master Weapon Damage 31.0 - 46.5 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +10.0% defense ------ Defense +5 (+2 eff.) Resistance +15% nature Life +60.00 Healmod +15% Cut Resist +20% Massive two-handed mauls. |
![]() 5.0 Encumbrance T3 greatmaul 2H weapon [Rare] Psionic Weapon Damage 43.5 - 65.2 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% On-hit +10 mind On-Hit, radius 1 +12 fire On Hit: * 27% chance to reduce all saves and defense by 20 While equipped: Stats +5 Cun +6 Wil offense ------ Damage +12% mind Ignore resists +25% mind When Hit 4 fire other ------- EQ when Hit +0.08 Massive two-handed mauls. |
![]() 3.0 Encumbrance T3 trident 2H weapon [Ego+] Arcane Weapon Damage 28.5 - 45.6 Physical Uses 120% Str Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +2.5% Attack Speed 100% On-hit +12 blight On Hit: 20% Epidemic level 3 On Hit: * 12% chance to reduce strength, dexterity, and constitution by 5 While equipped: defense ------ Disease Resist +29% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 Encumbrance T2 longsword 1H weapon [Rare] Psionic Weapon Damage 17.5 - 24.5 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +11 mind On Hit: * 19% chance to reduce all saves and defense by 20 While equipped: Stats +3 Str +5 Mag +3 Wil +3 Cun offense ------ Damage +9% lightning Ignore resists +10% lightning defense ------ Resistance +6% lightning Crit Resistance 15.00% Sharp, long, and deadly. |
![]() 3.0 Encumbrance T3 waraxe 1H weapon [Ego+] Master Weapon Damage 22.5 - 31.5 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On Critical: * Wound the target dealing 189 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +10.0% Physical Power +5 (+1 eff.) One-handed war axes. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Rare] Master Weapon Damage 17.5 - 22.8 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Hit: * 10% chance to reduce armor by 8% While equipped: defense ------ Resistance +5% arcane +3% lightning Spell save +15 (+7 eff.) Mind save +6 (+3 eff.) Life Regen +4.00 Blind Resist +20% Sharp, short and deadly. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Unique] Master Weapon Damage 25.0 - 32.5 Physical Uses 35% Cun, 65% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +8.0% Attack Speed 100% On-hit +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: offense ------ Accuracy +10 (+2 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex, 15% Mag Mastery Dagger Mastery 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 39.84 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. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Ego+] Nature/Psionic Weapon Damage 5.0 - 5.5 Mind 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 (+2 eff.) Damage +3% mind Ignore resists +3% mind defense ------ Resistance +4% mind Resonance +5% other ------- Psi when Hit +0.70 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 sling 1H weapon Reqs Shoot [Rare] Nature Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 On-crit, radius 2 +14 acid +20 nature While equipped: Stats +5 Cun offense ------ Mind Crit +7% Ignore resists +9% acid +20% fire +11% nature Ignore Armor +9 Slings are used to hurl stones or metal shots at your foes. |
![]() 7.0 Encumbrance T3 shield armor Reqs - Shield usage training [Ego+] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Str +3 Dex offense ------ Accuracy +6 (+1 eff.) defense ------ Armor +6 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
![]() 14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training [Rare] Nature While equipped: offense ------ Damage +9% lightning Ignore resists +20% cold defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +12% mind +15% temporal Life +38.00 Life Regen +3.00 Healmod +13% A suit of armour made of mail. |
![]() 17.0 Encumbrance T3 massive armor Reqs - Massive armour training [Ego+] Nature While equipped: Stats +2 Wil defense ------ Armor +11 Fatigue +22% Resistance +12% blight +12% darkness other ------- Light +1 A suit of armour made of metal plates. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +2 Cun +3 Dex offense ------ Ignore resists +25% acid When Hit 4 lightning On-Hit (Melee): * 20% chance to reduce damage dealt by 17% * 20% chance to reduce armor by 8% defense ------ Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 Encumbrance T3 feet armor Reqs - Heavy armour training [Rare] Master While equipped: offense ------ Damage +15% fire Ignore resists +10% temporal When Hit 2 fire defense ------ Armor +4 Fatigue +3% Resistance +18% fire Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Stamina/turn +0.60 Max stamina +22.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 Encumbrance T3 head armor [Rare] Disrupt While equipped: Stats +5 Wil offense ------ Critical power +10.00% Ignore resists +10% mind +10% lightning defense ------ Armor +3 Fatigue +3% Resistance +9% blight +8% nature +6% mind Mind save +9 (+4 eff.) other ------- Psi when Hit +0.20 A cap made of leather. |
![]() 2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +7 Dex offense ------ Damage +9% arcane +12% fire Ignore resists +15% arcane On-Hit (Melee): * 20% chance to slow global speed by 46% defense ------ Armor +3 Fatigue +3% Resistance +9% fire +5% arcane +9% nature A cap made of leather. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 1.0 Encumbrance T3 lite [Ego++] Nature/Disrupt While equipped: Stats +4 Wil offense ------ Physical Crit +4.0% Critical power +13.00% Physical Power +6 (+2 eff.) defense ------ Resistance +3% all Spell save +7 (+3 eff.) other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 3.0 Encumbrance T3 digger tool [Rare] Nature While equipped: Stats +2 Str +1 Wil offense ------ When Hit 10 lightning defense ------ Armor +4 Resistance +5% arcane Physical save +9 (+3 eff.) Spell save +10 (+5 eff.) Mind save +7 (+3 eff.) Life +58.00 Life Regen +4.00 Stun Resist +20% 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. |
![]() 2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: offense ------ Damage +12% mind Ignore resists +20% mind defense ------ Resistance +12% mind +5% arcane Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 681 Base Damage: 260 Armor: 24 All Resist: 12 Puts all charms on 25 turn cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 Encumbrance heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
By myGuy the Halfling Rogue level 19
32nd Dusk 122nd year of Ascendancy at 17:41 see stats
By myGuy the Halfling Rogue level 24
56th Haze 122nd year of Ascendancy at 06:55 see stats
By myGuy the Halfling Rogue level 10
7th Mirth 122nd year of Ascendancy at 08:13 see stats
By myGuy the Halfling Rogue level 20
33rd Dusk 122nd year of Ascendancy at 17:39 see stats
By myGuy the Halfling Rogue level 23
60th Dusk 122nd year of Ascendancy at 00:02 see stats
By myGuy the Halfling Rogue level 15
1st Dusk 122nd year of Ascendancy at 17:58 see stats
Log
Talent Dual Strike is ready to use.
Worm that walks (servant of Aerariwe the orc corruptor) links closer to his ally!
Deadly Poison from MyGuy hits Worm that walks (servant of Aerariwe the orc corruptor) for 23 nature damage.
Aerariwe the orc corruptor casts Blood Spray.
MyGuy is afflicted by a decrepitude disease!
MyGuy tries to evade attacks.
Worm that walks (servant of Aerariwe the orc corruptor) HEALS from blight damage!
Aerariwe the orc corruptor hits myGuy for 235 blight damage.
Aerariwe the orc corruptor hits Worm that walks (servant of Aerariwe the orc corruptor) for 43 blight, 14 healing (43 total damage) [14 healing].
MyGuy uses Throwing Knives.
Worm that walks (servant of Aerariwe the orc corruptor) uses Infusion: Regeneration.
Worm that walks (servant of Aerariwe the orc corruptor) starts regenerating health quickly.
MyGuy's Throwing Knife hits Worm that walks (servant of Aerariwe the orc corruptor) for 108 physical, 4 physical, 0 arcane, 9 cold (121 total damage).
Talent Expose Weakness is ready to use.
Decrepitude Disease from Aerariwe the orc corruptor hits myGuy for 45 blight damage.
MyGuy uses Throwing Knives.
Aerariwe the orc corruptor shrinks back.
Deadly Poison from MyGuy hits Worm that walks (servant of Aerariwe the orc corruptor) for 23 nature damage.
MyGuy's Throwing Knife performs a melee critical strike against Worm that walks (servant of Aerariwe the orc corruptor)!
Poison bursts out of Worm that walks (servant of Aerariwe the orc corruptor)'s corpse!
Aerariwe the orc corruptor is poisoned!
Aerariwe the orc corruptor casts Soul Rot.
Aerariwe the orc corruptor's spell attains critical power!
MyGuy's Throwing Knife hits Worm that walks (servant of Aerariwe the orc corruptor) for 188 physical damage.
MyGuy's Throwing Knife killed Worm that walks (servant of Aerariwe the orc corruptor)!
Aerariwe the orc corruptor roars triumphantly.
Aerariwe the orc corruptor's Soul Rot hits myGuy for 370 blight damage.
myGuy the level 24 halfling rogue was poxed to death by Aerariwe the orc corruptor on level 1 of Ruined Dungeon.