










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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! 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! 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:
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 | Nightmare Roguelike |
Sex | Male |
Race | Cornac |
Class | Cursed |
Level / Exp | 17 / 10% |
Size | medium |
Lifes / Deaths | Killed by Mayymina the Guard at level 17 on the 12nd Haze 122nd year of Ascendancy at 10:42 / 1 |
Primary Stats
Strength | 52 (base 43) |
Dexterity | 15 (base 10) |
Constitution | 11 (base 10) |
Magic | 11 (base 10) |
Willpower | 42 (base 34) |
Cunning | 13 (base 10) |
Resources
Life | -223/447 |
Hate | 47/100 |
Healing Factor | 0.69359576750777 |
Regeneration | 0.17339894187694 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Offense: Mainhand
Damage | 89 |
Accuracy | 28 |
Crit Chance | 1% |
APR | 16 |
Speed | 1.00 |
Offense: Spell
Spellpower | 5.5 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 42 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Acid | +3% |
Blight | +5% |
Physical | +12% |
Mind | +15% |
All | 0% |
Darkness | +3% |
Light | +10% |
Fire | +11% |
Nature | +5% |
Offense: Damage Penetration
Nature | +15% |
Defense: Base
Armour (hardiness) | 30.08934837382 (81.151787968034%) |
Defense | 24 |
Ranged Defense | 24 |
Fatigue | 24 |
Physical Save | 21 |
Spell Save | 21 |
Mental Save | 25 |
Defense: Resistances
Acid | + 3%( 70%) |
Physical | + 2%( 70%) |
Cold | + 15%( 70%) |
All | 0%( 70%) |
Darkness | + 11%( 70%) |
Light | + 11%( 70%) |
Mind | + 5%( 70%) |
Fire | + 28%( 70%) |
Nature | + 6%( 70%) |
Defense: Immunities
Stun Resistance | 45% |
Disarm Resistance | 31% |
Confusion Resistance | 45% |
Fear Resistance | 45% |
Knockback Resistance | 45% |
Instadeath Resistance | 100% |
Blind Resistance | 21% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 237 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 28% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 559% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Predator | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Rampage | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Generic Talents
Cursed / Cursed form | 1.00 |
| 2/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Effects
Quests
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 lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed ice ant stinger. * You've found the needed green worm. 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 black mamba head. * You've found the needed bear paw. * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' | 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 |
Equipment
On feet | ![]() 3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +1 Wil offense ------ Mind Crit +1% Move Speed +10% Damage +15% mind When Hit 2 mind On-Hit (Melee): * 10% chance to reduce armor by 11% defense ------ Armor +3 Fatigue -3% Resistance +3% nature Life +32.00 other ------- Stamina/turn +0.30 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +40.00 other ------- Light +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. |
On head | ![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Str +3 Dex offense ------ Damage +3% physical defense ------ Armor +3 Fatigue +5% Resistance +6% fire +6% cold Unlife -20.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Str offense ------ Damage +11% fire defense ------ Armor +4 Resistance +22% fire Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego+] Arcane While equipped: Stats +1 Mag offense ------ On-Hit 10 light On-Ranged-Hit 11 light Damage +10% light Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Damage +3% acid +3% darkness Ignore resists +10% nature On-Hit (Melee): * 20% chance to reduce damage dealt by 22% defense ------ Resistance +3% nature Life +34.00 A belt that goes around your waist. |
In main hand | ![]() 5.0 Encumbrance T1 greatmaul 2H weapon [Ego] Master Weapon Damage 28.5 - 42.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +0.5% Attack Speed 100% While equipped: offense ------ Accuracy +9 (+5 eff.) defense ------ Defense +9 (+5 eff.) Disarm Resist +31% 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 (+1 eff.) Damage +5% nature Ignore resists +5% nature defense ------ Armor +2 Defense +1 (+1 eff.) Spell save +4 (+2 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 | ![]() 17.0 Encumbrance T1 massive armor [Rare] Psionic While equipped: defense ------ Armor +7 Defense +10 (+5 eff.) Fatigue +22% Resistance +3% acid +2% physical +5% mind Mind save +11 (+5 eff.) Unlife -40.00 life A suit of armour made of metal plates. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Dex +1 Cun +1 Con offense ------ Mindpower +15 (+5 eff.) Damage +9% physical defense ------ Defense +6 (+3 eff.) Resistance +9% cold Unlife -20.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +11% light +11% darkness Blind Resist +21% Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance T2 amulet jewelry [Normal] Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: Stats +5 Str +5 Con offense ------ Physical Power +7 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Master/Psionic While equipped: Stats +5 Dex offense ------ Accuracy +10 (+5 eff.) defense ------ Mind save +6 (+3 eff.) Confus Resist +25% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex offense ------ Damage +10% light Accuracy +6 (+3 eff.) defense ------ Resistance +20% light Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Cun offense ------ Damage +10% darkness defense ------ Defense +8 (+4 eff.) Resistance +20% darkness Rings make your fingers look great! |
![]() 3.0 Encumbrance T2 battleaxe 2H weapon [Rare] Psionic Weapon Damage 23.0 - 34.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-hit +13 mind On-Hit, radius 1 +20 cold On Hit: * 14% chance to reduce all saves and defense by 27 While equipped: Stats +5 Cun +3 Wil offense ------ Damage +6% acid Ignore resists +5% darkness When Hit 4 acid 2 darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 22% defense ------ Resistance +3% cold Massive two-handed battleaxes. |
![]() 1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 16 [Ego+] Master/Psionic Weapon Damage 10.5 - 13.7 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: offense ------ Accuracy +5 (+3 eff.) defense ------ Defense +6 (+3 eff.) Disarm Resist +22% Sharp, short and deadly. |
![]() 1.0 Encumbrance T1 dagger 1H weapon [Ego++] Master Weapon Damage 9.5 - 12.3 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +6.0% Ignore resists +6% physical Accuracy +7 (+4 eff.) Ignore Armor +6 Sharp, short and deadly. |
![]() 1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 16 [Ego++] Master/Psionic Weapon Damage 12.5 - 16.2 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: Stats +2 Con offense ------ Physical Power +6 (+2 eff.) Ignore resists +5% physical defense ------ Disarm Resist +16% Sharp, short and deadly. |
![]() 1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 16 [Ego++] Master Weapon Damage 14.0 - 18.2 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +2 Con offense ------ Physical Power +8 (+3 eff.) Ignore resists +6% physical +5% all Accuracy +8 (+4 eff.) Ignore Armor +5 defense ------ Disarm Resist +10% Sharp, short and deadly. |
![]() 5.0 Encumbrance T2 greatmaul 2H weapon [Rare] Nature Weapon Damage 25.0 - 37.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On-hit +13 nature While equipped: Stats +5 Cun +7 Dex defense ------ Defense +5 (+3 eff.) Knockbk Resist +10% Massive two-handed mauls. |
![]() 5.0 Encumbrance T2 greatmaul 2H weapon [Normal] Weapon Damage 25.0 - 37.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% Massive two-handed mauls. |
![]() 3.0 Encumbrance T2 greatsword 2H weapon [Ego] Nature Weapon Damage 23.0 - 36.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +9 nature Massive two-handed swords. |
![]() 3.0 Encumbrance T2 longsword 1H weapon [Normal] Weapon Damage 15.0 - 21.0 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% Sharp, long, and deadly. |
![]() 3.0 Encumbrance T2 mace 1H weapon [Rare] Disrupt Weapon Damage 15.5 - 21.7 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% While equipped: defense ------ Resistance +8% acid +9% lightning +9% cold +6% blight +8% fire +9% nature +4% all Physical save +3 (+1 eff.) Spell save +7 (+3 eff.) Blind Resist +10% Silence Resist +10% Blunt and deadly. |
![]() 4.0 Encumbrance T2 sling 1H weapon Reqs Dex 16 Shoot [Ego+] Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 While equipped: Stats +2 Str offense ------ Physical Power +7 (+2 eff.) Ignore resists +6% all Accuracy +6 (+3 eff.) Ignore Armor +9 Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 Encumbrance T1 sling 1H weapon Reqs Shoot [Ego] Arcane/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +6 On-ranged-hit +5 acid While equipped: Stats +2 Str offense ------ Physical Power +5 (+2 eff.) Damage +8% acid Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 Encumbrance T2 waraxe 1H weapon [Normal] Weapon Damage 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% One-handed war axes. |
![]() 1.5 Encumbrance T2 hands armor [Ego+] Master While equipped: defense ------ Armor +5 Fatigue +3% Mind save +6 (+3 eff.) Life +49.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 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 (+6 eff.) Spell save +12 (+6 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. |
![]() 9.0 Encumbrance T2 light armor [Unique] Nature/Disrupt While equipped: Stats +3 Wil +4 Con defense ------ Armor +6 Defense +8 (+4 eff.) Ranged Defense +4 (+2 eff.) Fatigue +8% Resistance +20% nature +25% arcane Spell save +18 (+9 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. |
![]() 9.0 Encumbrance T2 light armor [Normal] While equipped: defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% A suit of armour made of leather. |
![]() 9.0 Encumbrance T2 light armor [Ego+] Nature While equipped: defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Life +28.00 Life Regen +5.10 Healmod +11% other ------- Stamina/turn +0.50 A suit of armour made of leather. |
![]() 9.0 Encumbrance T2 light armor [Ego] Nature/Master While equipped: defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Resistance +16% lightning Life Regen +2.30 other ------- Stamina/turn +0.80 A suit of armour made of leather. |
![]() 9.0 Encumbrance T2 light armor [Ego++] Nature While equipped: defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Life +53.00 Life Regen +6.40 Healmod +22% A suit of armour made of leather. |
![]() 7.0 Encumbrance T2 shield armor [Ego] Nature When used to Attack: Weapon Damage 17.0 - 20.4 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +40 While equipped: defense ------ Armor +4 Fatigue +8% Life +44.00 other ------- Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T2 shield armor [Ego+] Arcane/Master When used to Attack: Weapon Damage 13.5 - 16.2 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +38 On-crit, radius 2 +12 light +14 fire While equipped: offense ------ On shield block: * Deals 15 light and fire damage to each enemy blocked defense ------ Armor +4 Fatigue +8% Resistance +17% lightning +7% fire +6% light other ------- Talents +1 Block Handheld deflection devices. |
![]() 3.0 Encumbrance T1 arrow ammo [Rare] Master Weapon Damage 14.0 - 19.6 Physical Uses 70% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +1.0% Capacity 41 On-ranged-hit +4 nature On-Hit, radius 1 +8 nature On-crit, radius 2 +12 nature On Hit: * 10% chance to slow global speed by 54% * 20 arcane resource burn While equipped: other ------- Reload +3 Arrows are used with bows to pierce your foes to death. |
![]() 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 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 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +2 Mag offense ------ Ignore resists +20% fire When Hit 10 cold defense ------ Crit Resistance 5.00% other ------- Light +6 See Invisibility +9 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 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+1 eff.) defense ------ Mind save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance 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. |
![]() 3.0 Encumbrance T3 shot ammo Reqs Dex 24 [Ego+] Nature/Psionic Weapon Damage 33.5 - 40.2 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 18 On-ranged-hit +8 nature +16 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 170 physical damage Shots are used with slings to pummel your foes to death. |
![]() 2.0 Encumbrance T2 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 47 for 5 turns Puts all charms on 25 turn cooldown 100% to heal for 39. Torques are made by powerful psionics to store psionic powers. |
![]() 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 Gloomy Glenn II the Cornac Cursed level 10
1st Summertide 122nd year of Ascendancy at 00:52 see stats
By Gloomy Glenn II the Cornac Cursed level 7
77th Pyre 122nd year of Ascendancy at 19:07 see stats
Log
Rogue sapper hits Gloomy Glenn II for 5 physical, 3 healing, 13 physical, 4 light, 4 fire, 3 healing (26 total damage) [6 healing].
Melee retaliation hits Rogue sapper for 12 blight, 1 mind, 12 blight, 3 mind (29 total damage).
Rogue sapper is weakened by the gloom.
Talent Infusion: Regeneration is ready to use.
Talent Dig is ready to use.
Talent Harass Prey is ready to use.
Bear Trap from Rogue sapper hits Gloomy Glenn II for 7 physical damage.
Mindrot hits Lisaldann the Thug for (5 flat reduction), 0 mind, (4 flat reduction), 0 darkness (0 total damage).
Mindrot hits Thief for 5 mind, 4 darkness (9 total damage).
Mindrot hits Rogue sapper for 5 mind, 4 darkness (9 total damage).
Lisaldann the Thug raises their leg and snaps it downward in a devastating axe kick.
Gloomy Glenn II's brain isn't quite working right!
Melee retaliation hits Lisaldann the Thug for (10 flat reduction), 3 blight, (3 flat reduction), 0 mind (3 total damage).
Lisaldann the Thug hits Gloomy Glenn II for 74 physical, 5 arcane, 2 darkness (81 total damage).
Thief uses Disarm.
Thief deactivates Stealth.
Thief performs a melee critical strike against Gloomy Glenn II!
Gloomy Glenn II is poisoned!
Gloomy Glenn II resists the blow!
Lisaldann the Thug is fully armored again.
Lisaldann the Thug is no longer dominated.
Rogue sapper is fully armored again.
Thief hits Gloomy Glenn II for 13 physical, 4 healing, 6 physical, 3 nature, 4 healing (22 total damage) [7 healing].
Melee retaliation hits Thief for 13 blight, 3 mind, 13 blight, 3 mind (31 total damage).
Something performs a melee critical strike against Gloomy Glenn II!
Gloomy Glenn II's Harass Prey is disrupted by his wounds!
Gloomy Glenn II is stunned!
Something hits Gloomy Glenn II for 28 physical damage.
Gloomy Glenn II the level 17 cornac cursed was impaled to death by Mayymina the Guard on level 1 of bandit fortress.
Lisaldann the Thug is no longer being stalked by Gloomy Glenn II.