
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". 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:
Items Vault 1.7.6Donators/Buyers bonus! Turn Tracker 1.7.0Only for Minimalist UI Adds a UI element to display the predicted order of character turns for the next three turns. NOTE: The game itself is not necessarily consistent about who goes first if two creatures are tied in energy. 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:
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. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Normal Roguelike |
Sex | Female |
Race | Cornac |
Class | Wyrmic |
Level / Exp | 23 / 38% |
Size | medium |
Lifes / Deaths | Killed by poison gas trap at level 16 on the 2nd Wintertide 123rd year of Ascendancy at 02:11 / 2Killed by Mindworm at level 23 on the 67th Pyre 123rd year of Ascendancy at 14:14 |
Primary Stats
Strength | 55 (base 48) |
Dexterity | 15 (base 10) |
Constitution | 41 (base 32) |
Magic | 10 (base 10) |
Willpower | 48 (base 31) |
Cunning | 12 (base 10) |
Resources
Life | -18/856 |
Stamina | 255/261 |
Equilibrium | 68 |
Healing Factor | 1.6081403954778 |
Regeneration | 17.959252459773 |
Speed
Mental | +12.02863780958% |
Attack | +12.02863780958% |
Movement | +41.31788189224% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 4 |
See Stealth | 10 |
See Invisible | 12 |
Offense: Mainhand
Damage | 95 |
Accuracy | 46 |
Crit Chance | 11% |
APR | 23 |
Speed | 0.89 |
Offense: Spell
Spellpower | 6.3333333333333 |
Crit Chance | 1% |
Speed | 1 |
Offense: Mind
Mindpower | 34 |
Crit Chance | 14% |
Speed | 0.8926289023524 |
Offense: Damage Bonus
Acid | +8% |
Blight | +8% |
Physical | +18% |
Cold | +11% |
All | 0% |
Darkness | +8% |
Light | +6% |
Lightning | +8% |
Fire | +8% |
Nature | +17% |
Offense: Damage Penetration
Cold | +22% |
Lightning | +12% |
Acid | +12% |
Darkness | +12% |
Blight | +12% |
Physical | +21% |
Fire | +27% |
Nature | +17% |
Defense: Base
Armour (hardiness) | 40 (30%) |
Defense | 14 |
Ranged Defense | 18 |
Fatigue | 5 |
Physical Save | 37 |
Spell Save | 42 |
Mental Save | 32 |
Defense: Resistances
Acid | + 10%( 70%) |
Blight | + 10%( 70%) |
Arcane | + 32%( 70%) |
Cold | + 28%( 70%) |
All | + 10%( 70%) |
Lightning | + 18%( 70%) |
Physical | + 12%( 70%) |
Darkness | + 10%( 70%) |
Fire | + 23%( 70%) |
Nature | + 31%( 70%) |
Defense: Immunities
Silence Resistance | 20% |
Stun Resistance | 40% |
Blind Resistance | 35% |
Instadeath Resistance | 100% |
Knockback Resistance | 31% |
Inscriptions (4/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
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: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 247 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 122 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Class Talents
Technique / Two-handed assault | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fire drake aspect | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Storm drake aspect | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Wild-gift / Sand drake aspect | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Wild-gift / Venom drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Call of the wild | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fungus | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 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 successfully escorted the injured seer to the recall portal on level 3 of Norgos Lair. Escort: injured seer (level 3 of Norgos Lair)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
You failed to protect the lost sun paladin from death by Shardskin. Escort: lost sun paladin (level 4 of Old Forest) | failed |
You successfully escorted the lost tinker to the recall portal on level 2 of Norgos Lair. Escort: lost tinker (level 2 of Norgos Lair)As a reward you improved Dexterity 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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * 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 Shade. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed giant spider spinneret. * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed red crystal shard. 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 xorn fragment. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed pouch of faeros ash. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' | 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 |
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 |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Ignore Armor +4 defense ------ Armor +12 Resistance +3% cold Spell save +3 (+1 eff.) Mind save +6 (+3 eff.) Healmod +5% Silence Resist +20% other ------- Infravision +1 A pair of boots made of leather. |
Light source | ![]() 1.0 Encumbrance T3 lite [Ego] Nature While equipped: defense ------ Physical save +7 (+3 eff.) Life +40.00 Healmod +13% other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 Encumbrance T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+5 eff.) Spell save +12 (+4 eff.) Mind save +12 (+6 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Tool | ![]() 2.0 Encumbrance T1 misc tool [Unique] Arcane While equipped: other ------- Light +1 See Stealth +10 Flame: Effective talent level: 2.0 Power cost 9 out of 4/9. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 61.39 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil offense ------ Physical Power +7 (+2 eff.) Spellpower +6 (+1 eff.) Mindpower +6 (+3 eff.) defense ------ Mind save +6 (+3 eff.) Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Unique] Psionic While equipped: defense ------ Fatigue -5% Mind save -7 (-4 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 133.85 You won the Ring of Blood trial, and this is your reward. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: offense ------ Spellpower +3 (+0 eff.) Damage +6% light +3% cold Ignore resists +10% cold defense ------ Resistance +12% cold Mind save +6 (+3 eff.) A belt that goes around your waist. |
In main hand | ![]() 5.0 Encumbrance T2 greatmaul 2H weapon [Ego++] Master/Psionic Weapon Damage 135% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: offense ------ Ignore resists +9% physical Accuracy +12 (+4 eff.) Ignore Armor +10 Massive two-handed mauls. |
On hands | ![]() 1.5 Encumbrance T1 hands armor [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil offense ------ Mind Crit +3% Mindpower +4 (+2 eff.) Damage +5% nature Ignore resists +5% nature defense ------ Armor +2 Defense +1 (+1 eff.) Spell save +4 (+1 eff.) Life +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
Main armor | ![]() 9.0 Encumbrance T2 light armor [Unique] Nature/Disrupt While equipped: Stats +3 Wil +4 Con defense ------ Armor +6 Defense +8 (+7 eff.) Ranged Defense +4 (+3 eff.) Fatigue +8% Resistance +20% nature +25% arcane Spell save +18 (+6 eff.) Life Regen +1.00 Healmod +20% Stun Resist +25% other ------- Masteries +0.20 Wild-gift/Antimagic Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +2 Str offense ------ Critical power +14.00% Accuracy +8 (+3 eff.) Ignore Armor +7 defense ------ Defense +2 (+2 eff.) Resistance +12% fire Stealth +8 other ------- Infravision +3 See Invisibility +12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: offense ------ Ignore resists +15% fire defense ------ Armor +14 Fatigue -6% Spell save +9 (+3 eff.) Life Regen +2.00 Blind Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 122 then cleanse 1 wound, poison, and disease effect. 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. |
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 453% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 149 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 4 Cooldown: 13 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 14%, your defense is increased by 14 and all your resistances by 14%. Its effects scale with your Constitution 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 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+6 eff.) Spell save +15 (+5 eff.) Mind save -7 (-4 eff.) Life +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +11% fire +11% cold other ------- Masteries +0.13 Wild-gift/Storm drake aspect Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con defense ------ Resistance +10% temporal Pinning Resist +21% Knockbk Resist +21% Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Resistance +10% light +12% darkness Blind Resist +20% Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Arcane While equipped: offense ------ Damage +9% acid +12% light Ignore resists +20% light +10% cold When Hit 2 acid defense ------ Resistance +12% cold Blind Resist +26% other ------- Infravision +4 See Stealth +9 See Invisibility +7 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master/Psionic While equipped: defense ------ Fatigue -4% Mind save +6 (+3 eff.) Confus Resist +21% other ------- Encumbrance +21 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil offense ------ Physical Power +6 (+2 eff.) Spellpower +6 (+1 eff.) Mindpower +5 (+2 eff.) defense ------ Mind save +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun offense ------ Physical Power +5 (+1 eff.) Spellpower +5 (+1 eff.) Mindpower +6 (+3 eff.) defense ------ Defense +6 (+6 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con defense ------ Physical save +4 (+2 eff.) Rings make your fingers look great! |
![]() 3.0 Encumbrance T2 battleaxe 2H weapon [Rare] Arcane Weapon Damage 118% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-crit, radius 2 +12 acid On Hit: * Create an explosion dealing 15 cold damage (1/turn) While equipped: Stats +5 Str offense ------ Physical Crit +3.0% Damage +12% physical +12% cold Ignore resists +10% darkness +13% cold defense ------ Resistance +9% darkness Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T1 battleaxe 2H weapon [Rare] Master Weapon Damage 125% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% On-crit, radius 2 +4 mind While equipped: offense ------ Damage +3% mind +9% fire Ignore resists +10% mind Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T1 greatsword 2H weapon [Ego] Arcane Weapon Damage 113% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% On-Hit, radius 1 +9 fire Massive two-handed swords. |
![]() 3.0 Encumbrance T3 longsword 1H weapon [Ego++] Nature/Master Weapon Damage 123% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +6 Con +7 Wil offense ------ Ignore resists +7% physical Accuracy +10 (+4 eff.) Ignore Armor +9 defense ------ Life +10.00 Sharp, long, and deadly. |
![]() 3.0 Encumbrance T3 waraxe 1H weapon [Rare] Arcane Weapon Damage 119% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-Hit, radius 1 +8 blight On Hit: * 20% chance to reduce strength, dexterity, and constitution by 5 On Critical: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: offense ------ When Hit 4 mind defense ------ Resistance +3% blight other ------- EQ when Hit +0.12 Max psi +10.00 One-handed war axes. |
![]() 1.0 Encumbrance T1 belt armor [Ego] Master While equipped: defense ------ Resistance +5% fire +5% cold A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +1 Dex offense ------ Damage +3% nature +3% mind When Hit 6 acid 2 nature 6 mind On-Hit (Melee): * 10% chance to reduce all saves and defense by 23 defense ------ Defense +1 (+1 eff.) Resistance +3% acid 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 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. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Dex offense ------ Damage +6% mind When Hit 4 arcane defense ------ Armor +5 Fatigue +2% Crit Resistance 5.00% other ------- Light +1 Infravision +1 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 [Rare] Master While equipped: Stats +3 Str offense ------ Critical power +10.00% Physical Power +5 (+1 eff.) Mindpower +10 (+5 eff.) Damage +3% mind +3% cold defense ------ Armor +1 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. |
![]() 1.0 Encumbrance T2 hands armor [Rare] Psionic While equipped: offense ------ Critical power +10.00% Ignore resists +10% blight Ignore Shields +30% defense ------ Armor +2 Spell save +6 (+2 eff.) Mind save +18 (+8 eff.) Life Regen +6.00 other ------- Stamina/turn +1.30 Max stamina +24.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 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 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
![]() 3.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Ignore resists +15% mind When Hit 2 lightning defense ------ Armor +3 Fatigue +5% Resistance +5% lightning +6% temporal +6% mind A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str offense ------ Damage +12% physical When Hit 2 lightning defense ------ Armor +3 Defense +5 (+5 eff.) Fatigue +5% Resistance +2% physical A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Dex defense ------ Armor +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 Encumbrance T2 heavy armor [Unique] Arcane While equipped: Stats +2 Str +2 Con defense ------ Armor +4 Defense +2 (+2 eff.) Fatigue +12% Resistance +10% acid +10% fire +10% darkness +10% blight Life Regen +3.00 Healmod +30% other ------- Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
![]() 17.0 Encumbrance T1 massive armor [Ego] Arcane While equipped: defense ------ Armor +7 Fatigue +22% Resistance +10% darkness +5% arcane +11% light Spell save +11 (+3 eff.) A suit of armour made of metal plates. |
![]() 17.0 Encumbrance T2 massive armor [Ego] Psionic While equipped: defense ------ Armor +9 Fatigue +22% Resistance +5% mind Mind save +10 (+5 eff.) A suit of armour made of metal plates. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+6 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+6 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +2 Str defense ------ Fatigue -4% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(105 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 Encumbrance T1 lite [Normal] While equipped: 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. |
![]() 2.0 Encumbrance T1 lite [Ego] Master/Psionic While equipped: defense ------ Mind save +6 (+3 eff.) other ------- Light +5 See Stealth +6 See Invisibility +6 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. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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 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. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane 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. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By DragonFckMcCornacface the Cornac Wyrmic level 12
33rd Haze 122nd year of Ascendancy at 20:48 see stats
By DragonFckMcCornacface the Cornac Wyrmic level 19
31st Regrowth 123rd year of Ascendancy at 19:01 see stats
By DragonFckMcCornacface the Cornac Wyrmic level 10
9th Haze 122nd year of Ascendancy at 14:29 see stats
By DragonFckMcCornacface the Cornac Wyrmic level 20
33rd Regrowth 123rd year of Ascendancy at 16:17 see stats
By DragonFckMcCornacface the Cornac Wyrmic level 21
48th Regrowth 123rd year of Ascendancy at 16:56 see stats
By DragonFckMcCornacface the Cornac Wyrmic level 8
10th Dusk 122nd year of Ascendancy at 13:00 see stats
By DragonFckMcCornacface the Cornac Wyrmic level 8
12nd Dusk 122nd year of Ascendancy at 09:19 see stats
By DragonFckMcCornacface the Cornac Wyrmic level 20
42nd Regrowth 123rd year of Ascendancy at 03:25 see stats
By DragonFckMcCornacface the Cornac Wyrmic level 18
13rd Regrowth 123rd year of Ascendancy at 13:06 see stats
By DragonFckMcCornacface the Cornac Wyrmic level 16
2nd Wintertide 123rd year of Ascendancy at 02:11 see stats
Log
Mindworm's mind surges with critical power!
Mindworm converts some damage to Psi!
Burning from DragonFckMcCornacface hits Mindworm for (5 resonance), 1 to psi, 2 fire (4 total damage).
Mindworm hits DragonFckMcCornacface for 421 mind damage.
Mindworm receives 9 healing (12 psi heal).
DragonFckMcCornacface gains 0% of a turn from Ancestral Life.
DragonFckMcCornacface uses Nature's Touch.
DragonFckMcCornacface gains 6% of a turn from Ancestral Life.
DragonFckMcCornacface receives 364 healing.
Talent Earth's Eyes is ready to use.
Talent Stunning Blow is ready to use.
Mindworm uses Psychic Lobotomy.
DragonFckMcCornacface higher mental functions have been imparied.
Mindworm converts some damage to Psi!
Burning from DragonFckMcCornacface hits Mindworm for (5 resonance), 1 to psi, 2 fire (4 total damage).
Mindworm hits DragonFckMcCornacface for 4 mind, 184 mind (189 total damage).
Mindworm receives 9 healing (12 psi heal).
DragonFckMcCornacface gains 0% of a turn from Ancestral Life.
DragonFckMcCornacface uses Lightning Speed.
DragonFckMcCornacface's mind surges with critical power!
DragonFckMcCornacface turns into pure lightning!
Mindworm stops burning.
Mindworm uses Mind Sear.
Mindworm hits DragonFckMcCornacface for 330 mind damage.
Mindworm receives 8 healing (11 psi heal).
DragonFckMcCornacface the level 23 cornac wyrmic was psyched to death by Mindworm and mind-probed on level 2 of Noxious Caldera.