Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Turn Log Separator 1.7.6增加回合切换的日志提醒,仅在战斗中生效。在游戏选项-插件界面。 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:
Clean UI 1.7.2Replaces default interface styles with cleaner versions to enhance readability. First release focuses primarily on replacing everything related to the default interface styles in the base game. Future releases will enhance individual styles and take care of minor tweaks. Content consists of only graphic assets to try and have the highest possible compatibility with future patches. 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:
More 1H Staves 1.7.2Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---Changelog Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Drem |
Class | Writhing One |
Level / Exp | 18 / 90% |
Size | medium |
Lifes / Deaths | Killed by Xanada the wolf at level 18 on the 6th Wealth 122nd year of Ascendancy at 21:21 / 1 |
Primary Stats
Strength | 19 (base 13) |
Dexterity | 11 (base 10) |
Constitution | 16 (base 13) |
Magic | 56 (base 44) |
Willpower | 11 (base 10) |
Cunning | 30 (base 30) |
Resources
Life | -177/564 |
Mana | 227/227 |
Insanity | 0/100 |
Healing Factor | 1.0545771506545 |
Regeneration | 0.26364428766362 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +36.09386761032% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Offense: Barehand
Damage | 21 |
Accuracy | 44 |
Crit Chance | 16% |
APR | 10 |
Speed | 1.20 |
Offense: Spell
Spellpower | 44 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 19 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Acid | +3% |
Mind | +10% |
Lightning | +6% |
Fire | +5% |
All | 0% |
Offense: Damage Penetration
Darkness | +40% |
Physical | +10% |
Temporal | +10% |
Defense: Base
Armour (hardiness) | 18 (30%) |
Defense | 14 |
Ranged Defense | 14 |
Fatigue | 1 |
Physical Save | 13 |
Spell Save | 23 |
Mental Save | 29 |
Defense: Resistances
Acid | + 6%( 70%) |
Cold | + 22%( 70%) |
All | 0%( 70%) |
Darkness | + 3%( 70%) |
Light | + 3%( 70%) |
Temporal | + 18%( 70%) |
Lightning | + 49%( 70%) |
Fire | + 13%( 70%) |
Mind | + 10%( 70%) |
Defense: Immunities
Knockback Resistance | 40% |
Stun Resistance | 21% |
Instadeath Resistance | 100% |
Confusion Resistance | 52% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 331 damage for 4 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 568% 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 Magic stat. |
Class Talents
Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Demented / Path of horror | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Friend of the worm | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Horrific body | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Demented / Controlled horrors | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Staff combat | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Race / Drem | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 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 |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | 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 Magic 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 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 Shax 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 the fox. He has given you some notes on the ingredients: * '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.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
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 | ![]() 2.0 Encumbrance T1 feet armor [Ego] Arcane/Master While equipped: offense ------ Move Speed +25% defense ------ Armor +1 Resistance +5% fire, +6% cold A pair of boots made of leather. |
On hands | ![]() 1.5 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats Str +2 offense ------ Physical Power +7 (+4 eff.) On-Hit 6 fire Damage +5% fire defense ------ Armor +2 Fatigue +3% Resistance +5% fire 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. |
On head | ![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats Str +1, Con +2 offense ------ Ignore resists +10% physical defense ------ Armor +1 Fatigue +1% other ------- Stamina/turn +1.00 A cap made of leather. |
Tool | ![]() 2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats Lck +5 defense ------ Defense +5 (+5 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Ego] Psionic While equipped: Stats Wil +2 defense ------ Mind save +9 (+4 eff.) Confus Resist +20% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: offense ------ Damage +10% mind, +3% acid Ignore resists +15% darkness defense ------ Resistance +6% acid, +3% cold +10% mind, +3% light Spell save +3 (+2 eff.) Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: offense ------ Spellpower +5 (+2 eff.) defense ------ Resistance +19% lightning Stun Resist +21% other ------- Max mana +20.00 Amulets make your neck look great! |
Main armor | ![]() 9.0 Encumbrance T2 light armor [Random Unique] Arcane/Master While equipped: offense ------ Ignore resists +10% temporal defense ------ Armor +4 Defense +6 (+6 eff.) Fatigue +7% Resistance +30% lightning +15% temporal, +3% fire A suit of armour made of leather. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Physical Power +5 (+3 eff.) Damage +6% lightning Ignore resists +25% darkness defense ------ Resistance +3% darkness Unlife -80.00 life Life +46.00 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. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Accuracy +15 (+5 eff.) Ignore Armor +1 When Hit 2 mind defense ------ Armor +6 Defense +1 (+1 eff.) Resistance +3% temporal, +13% cold Unlife -80.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 461% 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 Willpower 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 [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 490% 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 Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 517% 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 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 T2 ring jewelry [Ego] Nature/Master While equipped: Stats Dex +3 offense ------ Damage +13% fire Accuracy +6 (+2 eff.) defense ------ Resistance +26% fire Rings make your fingers look great! |
![]() 3.0 Encumbrance T3 battleaxe 2H weapon Reqs Str 24 [Rare] Psionic Weapon Damage 29.0 - 43.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% On-hit +14 mind, +27 item expose On-Hit, radius 1 +12 fire On Hit: * 27% chance to reduce all saves and defense by 13 While equipped: Stats Cun +5, Wil +5 defense ------ Resistance +6% darkness, +15% cold Spell save +3 (+2 eff.) Disarm Resist +20% Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T2 battleaxe 2H weapon [Ego] Master Weapon Damage 31.5 - 47.2 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% While equipped: offense ------ Accuracy +7 (+3 eff.) defense ------ Defense +10 (+8 eff.) Disarm Resist +34% Massive two-handed battleaxes. |
![]() 1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 16 [Ego] Arcane 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 +6 blight +7 item blight disease On Hit: * 7% chance to reduce strength, dexterity, and constitution by 23 On Critical: * Splash the target with acid dealing 127 damage over 5 turns and reducing armor and accuracy by 16 Sharp, short and deadly. |
![]() 1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 16 [Ego] Master 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% While equipped: offense ------ Accuracy +5 (+2 eff.) defense ------ Defense +5 (+5 eff.) Disarm Resist +23% Sharp, short and deadly. |
![]() 1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Ego] Nature Weapon Damage 18.0 - 23.4 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +5 nature Sharp, short and deadly. |
![]() 5.0 Encumbrance T3 greatmaul 2H weapon Reqs Str 24 [Ego+] Arcane Weapon Damage 43.5 - 65.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% On-hit +7 blight +10 item blight disease On Hit: * 10% chance to reduce strength, dexterity, and constitution by 23 * Create an explosion dealing 76 cold damage (1/turn) While equipped: offense ------ Damage +13% cold Ignore resists +12% cold Massive two-handed mauls. |
![]() 5.0 Encumbrance T3 greatmaul 2H weapon Reqs Str 24 [Ego] Psionic Weapon Damage 42.5 - 63.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% On-hit +10 mind, +21 item expose On Hit: * 21% chance to reduce all saves and defense by 13 While equipped: Stats Cun +3, Wil +3 Massive two-handed mauls. |
![]() 3.0 Encumbrance T3 longsword 1H weapon Reqs Str 24 [Rare] Nature Weapon Damage 22.5 - 31.5 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On-hit +14 nature While equipped: offense ------ When Hit 4 physical defense ------ Resistance +5% arcane, +6% nature +6% light Cut Resist +20% other ------- Max stamina +20.00 Sharp, long, and deadly. |
![]() 3.0 Encumbrance T2 mace 1H weapon [Normal] Weapon Damage 15.0 - 21.0 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% Blunt and deadly. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon Reqs Wil 16 [Random Unique] Nature/Psionic Weapon Damage 4.5 - 5.0 Nature 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: Stats Cun +3, Wil +6 offense ------ Mind Crit +3% Critical power +6.00% Mindpower +4 (+2 eff.) Damage +11% mind, +8% darkness Ignore resists +8% mind, +7% darkness defense ------ Spell save +3 (+2 eff.) other ------- Max hate +5.00 Max psi +40.00 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 T3 sling 1H weapon Reqs Dex 24 Shoot [Rare] Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 Projectile Speed +200% While equipped: Stats Dex +5 offense ------ Physical Crit +3.0% Spell Crit +2% Accuracy +8 (+3 eff.) defense ------ Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Reload +2 Mana-on-crit +2.00 Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 Encumbrance T3 staff 1H weapon [Rare] Master Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +9 (+3 eff.) Damage +12% lightning, +20% cold Ignore resists +5% lightning, +15% cold When Hit 4 arcane defense ------ Resistance +5% arcane other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 24 [Rare] Master Weapon Damage 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% While equipped: Stats Str +3, Con +2 offense ------ Physical Crit +4.0% Damage +12% light, +8% physical Accuracy +16 (+6 eff.) defense ------ Resistance +3% physical Physical save +3 (+3 eff.) One-handed war axes. |
![]() 3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 24 [Rare] Psionic Weapon Damage 20.5 - 28.7 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-hit +19 item expose, +13 mind +20 item darkness numbing On-Hit, radius 1 +8 cold On Hit: * 20% chance to reduce damage dealt by 11% * 19% chance to reduce all saves and defense by 13 While equipped: Stats Cun +2, Wil +3 offense ------ Ignore resists +10% cold defense ------ Resistance +21% acid, +6% cold One-handed war axes. |
![]() 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. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats Con +1 offense ------ Damage +6% nature When Hit 2 physical defense ------ Armor +8 Life Regen +1.00 Healmod +12% A belt that goes around your waist. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: offense ------ Ignore resists +15% acid, +10% cold +25% nature When Hit 4 acid defense ------ Defense +2 (+2 eff.) Resistance +6% acid Life +35.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Ego] Nature While equipped: defense ------ Defense +1 (+1 eff.) Life +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T2 cloth armor [Ego] Psionic While equipped: Stats Mag +4, Wil +6 defense ------ Resistance +9% all other ------- Mana/turn +0.18 Psi/turn +0.11 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 cloth armor [Rare] Psionic While equipped: offense ------ Mind Crit +3% Mindpower +3 (+2 eff.) Damage +3% darkness, +3% physical On-Hit (Melee): * 20% chance to reduce damage dealt by 11% defense ------ Resistance +9% darkness, +6% fire +5% arcane, +7% all Mind save +17 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 cloth armor [Ego] Arcane While equipped: offense ------ Spell Crit +3% Spellpower +3 (+1 eff.) Damage +12% blight defense ------ Resistance +12% blight, +7% all Spell save +15 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats Cun +3 defense ------ Armor +1 Defense +2 (+2 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 35% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
![]() 2.0 Encumbrance T1 feet armor [Ego] Nature While equipped: defense ------ Armor +1 Resistance +5% lightning, +6% temporal A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 feet armor [Ego] Arcane/Master While equipped: offense ------ Move Speed +25% defense ------ Armor +3 Fatigue -5% Physical save +8 (+7 eff.) other ------- Encumbrance +22 A pair of boots made of leather. |
![]() 1.5 Encumbrance T1 hands armor [Ego] Arcane While equipped: offense ------ On-Hit 7 temporal On-Ranged-Hit 5 temporal Damage +3% temporal defense ------ Armor +1 Fatigue +1% Resistance +6% temporal 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. |
![]() 2.0 Encumbrance T3 head armor [Rare] Arcane While equipped: Stats Cun +1 offense ------ Critical power +5.00% Damage +13% light When Hit 4 light defense ------ Defense +2 (+2 eff.) Resistance +25% light, +6% blight other ------- EQ when Hit +0.04 Hate-on-crit +2.00 A pointy cloth hat, very wizardly... |
![]() 3.0 Encumbrance T3 head armor [Rare] Master While equipped: offense ------ Damage +9% mind Ignore resists +5% light When Hit 4 light, 4 cold defense ------ Armor +7 Fatigue +4% Resistance +18% cold other ------- Light +3 Infravision +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 Encumbrance T1 head armor [Ego] Disrupt While equipped: defense ------ Defense +1 (+1 eff.) Resistance +6% nature, +6% blight A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Normal] While equipped: defense ------ Armor +1 Fatigue +1% A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Ego] Nature/Master While equipped: Stats Wil +3 offense ------ Damage +11% lightning defense ------ Defense +1 (+1 eff.) Resistance +16% lightning Physical save +6 (+6 eff.) A pointy cloth hat, very wizardly... |
![]() 14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training Str 20 [Ego+] Nature While equipped: Stats Wil +2 defense ------ Armor +6 Defense +2 (+2 eff.) Fatigue +12% Resistance +10% blight, +12% darkness other ------- Light +1 A suit of armour made of mail. |
![]() 9.0 Encumbrance T2 light armor Reqs Str 20 [Unique] Nature/Disrupt While equipped: Stats Wil +3, Con +4 defense ------ Armor +6 Defense +8 (+7 eff.) Ranged Defense +4 (+4 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. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats Str +1, Dex +1, Mag +1 Wil +1, Cun +1, Con +1 Item imbue powers: Stats Str +1, Dex +1, Mag +1 Wil +1, Cun +1, Con +1 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 Str +3, Dex +3, Mag +3 Wil +3, Cun +3, Con +3 Item imbue powers: Stats Str +3, Dex +3, Mag +3 Wil +3, Cun +3, Con +3 Latent Damage Type: Acid 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 (+6 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+6 eff.) Physical save +6 (+6 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 T2 blue gem [Normal] While equipped: Stats Str +2, Dex +2, Mag +2 Wil +2, Cun +2, Con +2 Item imbue powers: Stats Str +2, Dex +2, Mag +2 Wil +2, Cun +2, Con +2 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 (+4 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Physical save +4 (+4 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) 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 (+2 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical save +2 (+2 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. |
![]() 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.(52 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats Mag +5 Damage +20% arcane, +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 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. |
![]() 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 Gul'z the Drem Writhing One level 10
25th Voratun 122nd year of Ascendancy at 02:19 see stats
By Gul'z the Drem Writhing One level 13
10th Profit 122nd year of Ascendancy at 12:16 see stats
By Gul'z the Drem Writhing One level 11
26th Voratun 122nd year of Ascendancy at 20:27 see stats
By Gul'z the Drem Writhing One level 11
29th Voratun 122nd year of Ascendancy at 08:44 see stats
By Gul'z the Drem Writhing One level 17
29th Profit 122nd year of Ascendancy at 15:05 see stats
Log
Gul'z receives 10 healing from Carrion worm mass's wormblight area effect.
Burning from Xanada the wolf killed Carrion worm mass!
------Player Action Start------
------Player Action End------
------Game Turn Changed!------
Burning from Xanada the wolf hits Gul'z for 44 fire damage.
Xanada the wolf starts to bleed black blood.
Gul'z is dazed!
Xanada the wolf hits Gul'z for 117 physical, 25 physical, 22 lightning (163 total damage).
Melee retaliation hits Xanada the wolf for 1 mind damage.
Gul'z is not dazed anymore.
Xanada the wolf's static net area effect hits Gul'z for 49 lightning damage.
Xanada the wolf's static net area effect hits Carrion worm mass for 81 lightning damage.
Carrion worm mass's wormblight area effect hits Xanada the wolf for 20 blight damage.
Gul'z receives 10 healing from Carrion worm mass's wormblight area effect.
Carrion worm mass's wormblight area effect hits Xanada the wolf for 23 blight damage.
Gul'z receives 10 healing from Carrion worm mass's wormblight area effect.
Xanada the wolf's static net area effect killed Carrion worm mass!
------Player Action Start------
Xanada the wolf receives 27 healing from Unnatural Body.
Black Blood Bleeding from Gul'z hits Xanada the wolf for 16 darkness damage.
Melee retaliation hits Xanada the wolf for 1 mind damage.
Xanada the wolf's Beyond the Flesh hits Gul'z for 78 physical, 12 darkness, 25 physical, 22 lightning (136 total damage).
------Player Action End------
------Game Turn Changed!------
Burning from Xanada the wolf hits Gul'z for 43 fire damage.
Xanada the wolf uses Slash.
Xanada the wolf hits Gul'z for 145 physical damage.
Melee retaliation hits Xanada the wolf for 2 mind damage.
Gul'z the level 18 drem writhing one was bludgeoned to death by Xanada the wolf on level 1 of The Maze.