











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | The Hammer of Urh'Rok: Part I 1.7.4The Hammer of Urh'Rok, Part I ((This Addon requires the Ashes of Urh'rok DLC)) In this timeline, the Scourge from the West died after using the Demonic Orb of Many Ways, giving the demons everything they needed to get through the planetary shield. As a Bringer of Doom in service to the demonic invasion, you will fight your way across a dozen new zones, uncover mysteries, pillage cities, join evil cults, and bring ruin to the land of Maj'Eyal. Future updates will bring better art, more variety, and all sorts of content. Now with 4 pieces of art by rexorcorum! Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. 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. Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: 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.
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: 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! 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Faster Egress Artifact Rolling 1.7.4Immediately gives you 3 appropriate artifacts upon entering the egress instead of having to brute-force combinations. |
Campaign | Demons |
Mode | Insane Roguelike |
Sex | Male |
Race | Halfling |
Class | Wyrmic |
Level / Exp | 29 / 38% |
Size | small |
Lifes / Deaths | Killed by Vorodhetha the cute little bunny at level 29 on the 110th Vengeance 123rd year of Ascendancy at 13:42 / 1 |
Primary Stats
Strength | 65 (base 55) |
Dexterity | 16 (base 10) |
Constitution | 12 (base 11) |
Magic | 13 (base 10) |
Willpower | 61 (base 40) |
Cunning | 28 (base 21) |
Resources
Life | -99/994 |
Equilibrium | 104 |
Stamina | 280/342 |
Soul | 10/10 |
Healing Factor | 1.2691526171258 |
Regeneration | 33.945819305946 |
Speed
Mental | +2.9072344087915% |
Attack | +2.9072344087915% |
Movement | +11.09386761032% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 3 |
See Invisible | 16 |
Offense: Mainhand
Damage | 121 |
Accuracy | 50 |
Crit Chance | 32% |
APR | 9 |
Speed | 0.97 |
Offense: Spell
Spellpower | 21 |
Crit Chance | 11% |
Speed | 1 |
Offense: Mind
Mindpower | 45 |
Crit Chance | 28% |
Speed | 0.97174897930652 |
Offense: Damage Bonus
Acid | +30% |
Blight | +8% |
Arcane | +10% |
Cold | +22% |
All | 0% |
Darkness | +11% |
Physical | +15% |
Temporal | +25% |
Lightning | +11% |
Mind | +10% |
Fire | +18% |
Nature | +21% |
Offense: Damage Penetration
Acid | +22% |
Blight | +12% |
Physical | +37% |
Cold | +17% |
Darkness | +12% |
Temporal | +20% |
Lightning | +12% |
Fire | +12% |
Nature | +12% |
Defense: Base
Armour (hardiness) | 11 (53.292302510663%) |
Defense | 40 |
Ranged Defense | 40 |
Fatigue | 0 |
Physical Save | 29 |
Spell Save | 28 |
Mental Save | 39 |
Defense: Resistances
Acid | + 51%( 70%) |
Blight | + 45%( 70%) |
Physical | + 28%( 70%) |
Cold | + 45%( 70%) |
All | + 15%( 70%) |
Lightning | + 24%( 70%) |
Temporal | + 28%( 70%) |
Darkness | + 21%( 70%) |
Fire | + 29%( 70%) |
Nature | + 35%( 70%) |
Defense: Immunities
Stun Resistance | 10% |
Confusion Resistance | 20% |
Pinning Resistance | 10% |
Knockback Resistance | 20% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 2.5 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 355 life over 5 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 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 49 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 186 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Undead drake | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Sand drake aspect | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Venom drake aspect | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
Effects
Quests
The fearscape was in position. The armies were ready. The research was done. Then a vast horde of void creatures descended. Invaders InvadedFight them off, and take back the portal! The portal is secure once again. The invasion begins! | done |
Observation of the eyalites has identified a caravan carrying critical supplies into the Allied Kingdoms. Supply LinesIt will be travelling between the Iron Throne mountains and Last Hope. Make sure it never arrives. | active |
You've landed on Eyal. The BeachheadFirst, terminate any eyalite that might be an immediate threat. * The landing zone has been purged of eyalites. | done |
The peoples of Maj'Eyal are divided into many different kingdoms and organizations. Their power must be broken so that they may be punished properly. The Fall of Maj'EyalThe largest resistance is expected to come from the wizards of Angolwen. Khulmanar has taken the bulk of our forces to confront them. The Ambassador has been assigned to deal with scattered groups all throughout the northern reaches of Maj'Eyal. Your job will be to sabotage, assassinate, and destroy various targets to weaken the Eyalites. * The sher'tul-made horrors beneath the lake overwhelmed the imps, but you managed to recover their records. * You must bring down the dwarven kingdom of the Iron Throne. * You must destroy the town of Derth, a focal point of Allied agriculture and trade. * In the southern forests is a hidden city of elves. Find a way to defeat them. * You must gather your strength before dealing with Last Hope. | active |
Three demons have been trapped on Eyal since the disaster. They could be useful to our cause. Seek them out. The Old OnesSeek out the wounded ancient Kryl-Feijan in his isolated crypt. Seek out the ancient explorer Shassy'Kaish among her cultists in the Daikara mountains. Seek out the ancient necromancer Walrog along the ocean shore. | active |
Equipment
On feet | ![]() 3.0 Encumbrance T3 feet armor [Rare] Psionic While equipped: Stats +1 Str +4 Wil +4 Cun offense ------ When Hit 8 mind 4 darkness defense ------ Armor +4 Fatigue +3% Crit Resistance 15.00% Physical save +9 (+4 eff.) Spell save +10 (+5 eff.) Mind save +8 (+3 eff.) other ------- Light +1 Infravision +3 See Invisibility +6 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() 3.0 Encumbrance T2 shot ammo [Random Unique] Nature/Psionic Weapon Damage 21.5 - 25.8 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 23 Projectile Speed +200% On-ranged-hit +8 fire +14 physical On-crit, radius 2 +8 temporal +7 fire On Hit: * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 153 physical damage * 20% chance to knock the target back 3 spaces and deal 181 physical damage Shots are used with slings to pummel your foes to death. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +4 Wil offense ------ Damage +7% mind +3% darkness Ignore resists +5% cold +20% temporal defense ------ Resistance +6% darkness Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 Encumbrance T3 head armor [Rare] Arcane While equipped: Stats +1 Str offense ------ Physical Crit +2.0% Damage +15% temporal Ignore resists +25% physical Accuracy +10 (+4 eff.) defense ------ Defense +7 (+2 eff.) Resistance +15% temporal Unlife -80.00 life A pointy cloth hat, very wizardly... |
Tool | ![]() 3.0 Encumbrance T3 digger tool [Rare] Arcane While equipped: Stats +7 Str +6 Wil offense ------ Physical Crit +8.0% Mind Crit +10% Ignore resists +10% acid defense ------ Resistance +15% blight Mind save +9 (+3 eff.) Life Regen +4.00 Confus Resist +20% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Nature/Master While equipped: Stats +3 Dex offense ------ Accuracy +6 (+2 eff.) defense ------ Life +62.00 Life Regen +8.00 Healmod +10% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +14% acid +3% mind defense ------ Armor +6 Defense +10 (+3 eff.) Resistance +22% acid other ------- Max psi +40.00 Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
In main hand | ![]() 3.0 Encumbrance T5 greatsword 2H weapon [Rare] Arcane Weapon Damage 64.5 - 103.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% On-hit +40 cold On-Hit, radius 1 +8 physical While equipped: offense ------ Critical power +20.00% Damage +9% nature Ignore Armor +5 defense ------ Life Regen +4.00 Massive two-handed swords. |
On hands | ![]() 1.0 Encumbrance T1 hands armor [Rare] Nature While equipped: offense ------ Mindpower +15 (+5 eff.) On-Hit 6 lightning Damage +3% lightning defense ------ Armor +1 Resistance +6% lightning Mind save +3 (+1 eff.) Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- EQ when Hit +0.04 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. |
Main armor | ![]() 2.0 Encumbrance T3 cloth armor [Ego++] Arcane While equipped: Stats +3 Mag +4 Wil offense ------ Spell Crit +3% Spellpower +5 (+3 eff.) Damage +8% acid +7% physical +10% temporal +10% fire +10% arcane +14% cold defense ------ Resistance +13% acid +13% physical +12% fire +11% cold +11% all other ------- Max mana +31.00 Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +4 Str defense ------ Defense +1 (+0 eff.) Mind save +6 (+2 eff.) Life +34.00 Life Regen +2.00 Pinning Resist +10% other ------- Max stamina +30.00 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 T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +5 (+3 eff.) defense ------ Blind Resist +100% other ------- See Invisibility +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 60 power out of 41/60 The evilness of undeath radiates from this amulet. |
Inventory
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Con offense ------ Damage +9% fire defense ------ Resistance +6% blight +6% physical +6% cold +3% temporal other ------- Stamina/turn +0.20 See Invisibility +6 Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Ego+] Arcane While equipped: Stats +2 Mag offense ------ Spellpower/crit +4 other ------- Mana/turn +0.24 Max mana +27.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: Stats +2 Cun +3 Mag offense ------ Spellpower +6 (+3 eff.) Damage +3% darkness defense ------ Resistance +6% blight +1% physical +6% light Healmod +5% other ------- Light +3 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag offense ------ Damage +10% arcane defense ------ Resistance +10% arcane Spell save +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag defense ------ Spell save +6 (+3 eff.) Life +22.00 Disarm Resist +21% Pinning Resist +23% Knockbk Resist +21% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Psionic While equipped: Stats +5 Cun +5 Wil offense ------ Mindpower +7 (+2 eff.) defense ------ Mind save +5 (+2 eff.) Confus Resist +26% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego++] Arcane While equipped: Stats +5 Wil +8 Mag offense ------ Spellpower +8 (+4 eff.) On-Hit 21 light On-Ranged-Hit 10 light Damage +13% light Rings make your fingers look great! |
![]() 5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Normal] Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +9 (+5 eff.) Damage +20% fire other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T1 battleaxe 2H weapon [Ego] Master Weapon Damage 22.0 - 33.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Accuracy +7 (+3 eff.) defense ------ Defense +7 (+2 eff.) Disarm Resist +28% Massive two-handed battleaxes. |
![]() 5.0 Encumbrance T1 greatmaul 2H weapon [Rare] Nature Weapon Damage 17.0 - 25.5 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% On-crit, radius 2 +4 physical On Hit: * 20% chance to slow global speed by 55% While equipped: Stats +9 Con +9 Wil offense ------ Physical Crit +1.0% Ignore Armor +1 defense ------ Defense +10 (+3 eff.) Life +19.00 Massive two-handed mauls. |
![]() 5.0 Encumbrance T5 greatmaul 2H weapon [Rare] Arcane Weapon Damage 68.0 - 102.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 100% On-hit +14 blight +12 light On Hit: 20% Epidemic level 5 On Hit: * 10% chance to gain 10% of a turn (3/turn limit) * 24% chance to reduce strength, dexterity, and constitution by 13 While equipped: offense ------ Damage +6% temporal defense ------ Resistance +9% light +15% temporal Disease Resist +36% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Massive two-handed mauls. |
![]() 5.0 Encumbrance T5 greatmaul 2H weapon [Ego+] Arcane Weapon Damage 65.5 - 98.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 100% On-hit +14 blight On Hit: 20% Epidemic level 5 On Hit: * 16% chance to reduce strength, dexterity, and constitution by 13 While equipped: defense ------ Disease Resist +36% Massive two-handed mauls. |
![]() 3.0 Encumbrance T2 greatsword 2H weapon [Ego+] Nature Weapon Damage 23.5 - 37.6 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% While equipped: Stats +9 Con +9 Wil defense ------ Life +14.00 Massive two-handed swords. |
![]() 1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Ego+] Master Weapon Damage 19.0 - 24.7 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% While equipped: offense ------ Ignore resists +7% physical Accuracy +9 (+3 eff.) Ignore Armor +8 Sharp, short and deadly. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature Weapon Damage 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +13 Critical Rate +7.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+3 eff.) defense ------ Life Regen +2.00 Healmod +20% other ------- Masteries +0.30 Wild-gift/Fungus Bloom Heal: (Instant) Effective talent level: 2.5 Power cost 40 out of 40/40. Range melee/personal Cooldown: 50 Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 38 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Weapon Damage 8.0 - 8.8 Cold Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+3 eff.) Damage +10% cold Ignore resists +10% cold defense ------ Armor +10 Resistance -10% fire On Mind Hit: 10% Winter's Fury level 2 This mindstar glows with a dim cool light, but seems somehow incomplete. |
![]() 3.0 Encumbrance T5 mindstar 1H weapon [Rare] Nature Weapon Damage 16.5 - 18.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +5% Mindpower +21 (+7 eff.) Damage +24% temporal defense ------ Physical save +6 (+3 eff.) Mind save +15 (+5 eff.) Pinning Resist +20% other ------- 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. |
![]() 7.0 Encumbrance T1 shield armor Reqs - Shield usage training [Rare] Master When used to Attack: Weapon Damage 7.5 - 9.0 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.5% Block +42 While equipped: defense ------ Armor +14 Fatigue +8% Resistance +15% acid other ------- Talents +1 Block Handheld deflection devices. |
![]() 2.0 Encumbrance T2 cloth armor [Ego] Nature While equipped: offense ------ Damage +10% lightning defense ------ Resistance +15% lightning +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag offense ------ Spellpower +12 (+6 eff.) Damage +20% fire Ignore resists +20% fire When Hit 18 fire defense ------ Armor +2 Defense +15 (+5 eff.) Resistance +50% fire -10% cold +11% all Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
![]() 2.0 Encumbrance T3 cloth armor [Normal] While equipped: defense ------ Resistance +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Rare] Arcane While equipped: Stats +2 Mag offense ------ Spellpower +23 (+12 eff.) Mindpower +30 (+10 eff.) Damage +6% arcane +16% all defense ------ Resistance +15% all other ------- EQ when Hit +0.16 Psi when Hit +0.08 Max hate +4.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 Encumbrance T1 light armor [Rare] Master While equipped: Stats +7 Cun offense ------ Ignore resists +10% mind defense ------ Armor +2 Defense +13 (+4 eff.) Fatigue +6% Resistance +3% blight +16% fire Mind save +6 (+2 eff.) Life +20.00 A suit of armour made of leather. |
![]() 14.0 Encumbrance T1 heavy armor [Normal] While equipped: defense ------ Armor +4 Defense +2 (+0 eff.) Fatigue +12% A suit of armour made of mail. |
![]() 14.0 Encumbrance T2 heavy armor [Random Unique] Nature/Master While equipped: Stats +4 Wil offense ------ Damage +6% lightning Ignore resists +5% lightning defense ------ Armor +13 Defense +2 (+0 eff.) Fatigue +12% Resistance +22% blight +28% darkness +9% lightning other ------- Light +3 A suit of armour made of mail. |
![]() 17.0 Encumbrance T5 massive armor Reqs - Massive armour training [Rare] Master While equipped: offense ------ Damage +9% mind Ignore resists +15% nature When Hit 2 nature 4 temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +16 Fatigue +22% Resistance +29% lightning +3% temporal +15% mind A suit of armour made of metal plates. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: defense ------ Resistance +12% cold Crit Resistance 10.00% Spell save +6 (+3 eff.) Life Regen +0.60 Healmod +11% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +1 Str +3 Dex offense ------ Physical Power +13 (+4 eff.) defense ------ Defense +15 (+5 eff.) Resistance +3% nature +9% fire Spell save +7 (+3 eff.) other ------- Size +1 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Ego] Nature While equipped: defense ------ Life Regen +0.70 Healmod +13% A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +5 Dex +5 Mag +5 Cun offense ------ Physical Crit +7.0% Mind Crit +10% Ignore resists +10% mind defense ------ Resistance +12% darkness +6% lightning Unlife -40.00 life other ------- Hate-on-crit +2.00 A belt that goes around your waist. |
![]() 1.0 Encumbrance T5 belt armor [Rare] Master While equipped: offense ------ Physical Power +7 (+2 eff.) Ignore resists +10% temporal +15% darkness +10% mind When Hit 8 temporal defense ------ Resistance +6% mind Spell save +7 (+3 eff.) other ------- Size +1 A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats +1 Cun +1 Dex defense ------ Defense +7 (+2 eff.) Physical save +6 (+3 eff.) 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 feet armor [Rare] Psionic While equipped: Stats +3 Wil +3 Cun +2 Con offense ------ Damage +15% cold When Hit 8 acid defense ------ Armor +1 Crit Resistance 5.00% Physical save +6 (+3 eff.) Spell save +5 (+2 eff.) Mind save +6 (+2 eff.) A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 feet armor [Ego++] Arcane/Master While equipped: Stats +1 Mag +3 Wil offense ------ Spell Crit +2% defense ------ Armor +3 Defense +8 (+2 eff.) other ------- Mana/turn +0.14 Max mana +22.00 Evasion: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 5.5 Power cost 30 out of 30/30. Range melee/personal Cooldown: 17 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 26% chance to evade melee and ranged attacks and 15 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 feet armor [Rare] Arcane While equipped: Stats +3 Mag offense ------ Damage +21% light +21% arcane Ignore resists +25% arcane defense ------ Armor +3 Resistance +6% light other ------- Spell cooldown 10% A pair of boots made of leather. |
![]() 3.0 Encumbrance T1 feet armor [Normal] While equipped: defense ------ Armor +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T5 feet armor [Ego++] Master While equipped: Stats +4 Str +2 Con offense ------ Physical Crit +5.0% Physical Power +4 (+1 eff.) Ignore Armor +7 defense ------ Armor +5 Fatigue +4% Rush: Puts all charms on 25 turn cooldown Effective talent level: 3.2 Power cost 25 out of 25/25. Range 8 Cooldown: 24 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Dex +4 Mag +1 Wil +2 Con offense ------ Damage +13% acid Ignore resists +10% cold defense ------ Defense +1 (+0 eff.) Resistance +15% acid +6% cold A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Ego+] Psionic While equipped: offense ------ Mind Crit +1% Mindpower +6 (+2 eff.) Damage +6% darkness +7% physical defense ------ Defense +1 (+0 eff.) Resistance +6% darkness +5% physical other ------- Max hate +5.00 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Rare] Psionic While equipped: offense ------ Mind Crit +3% Mindpower +6 (+2 eff.) Damage +10% physical +7% darkness +6% light Ignore resists +10% temporal defense ------ Defense +2 (+0 eff.) Resistance +9% darkness +10% physical Blind Resist +20% Knockbk Resist +20% other ------- Max hate +8.00 Light +3 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Ego] Arcane While equipped: defense ------ Defense +2 (+0 eff.) other ------- Infravision +4 See Stealth +5 See Invisibility +5 Circle of Warding: (Instant) Puts all charms on 40 turn cooldown Effective talent level: 4.5 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle slows incoming projectiles by 23% and attempts to push all creatures other than yourself out of its radius, inflicting 4.56 light damage and 5.06 darkness damage per turn as it does so. The circle lasts 7 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str +4 Cun offense ------ Spellpower +15 (+8 eff.) Damage +6% arcane Accuracy +10 (+4 eff.) Ignore Armor +4 When Hit 4 arcane defense ------ Armor +1 Fatigue +1% Resistance +4% physical A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: offense ------ Damage +3% cold Ignore Armor +4 defense ------ Armor +1 Fatigue +1% Physical save +12 (+6 eff.) Life Regen +4.00 Blind Resist +10% A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Ego] Master While equipped: defense ------ Armor +1 Fatigue +1% Physical save +10 (+5 eff.) A cap made of leather. |
![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Str +3 Con offense ------ Critical power +5.00% Physical Power +9 (+3 eff.) Accuracy +10 (+4 eff.) defense ------ Armor +3 Defense +20 (+6 eff.) Fatigue +5% Resistance +3% lightning Physical save +9 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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. |
![]() 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. |
![]() 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 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 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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 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. |
![]() 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 T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire 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. |
![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +1 Cun +3 Dex offense ------ Damage +12% fire defense ------ Resistance +3% darkness Crit Resistance 5.00% Life +43.00 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. |
![]() 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.(118 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 [Rare] Psionic While equipped: Stats +3 Dex +2 Mag +4 Wil +2 Con offense ------ Damage +5% mind +12% acid defense ------ Crit Resistance 5.00% 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. |
![]() 2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Physical save +6 (+3 eff.) Life +40.00 Healmod +10% 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. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str defense ------ Resistance +5% arcane +3% temporal Unlife -40.00 life Disarm Resist +10% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Infravision +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: Stats +2 Cun +1 Wil offense ------ Critical power +10.00% defense ------ Defense +5 (+1 eff.) Resistance +9% mind Physical save +9 (+4 eff.) Create a shield absorbing up to 122 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to increase all damage penetration by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By gggeee the Halfling Wyrmic level 10
73rd Vengeance 123rd year of Ascendancy at 02:06 see stats
By gggeee the Halfling Wyrmic level 20
77th Vengeance 123rd year of Ascendancy at 02:33 see stats
By gggeee the Halfling Wyrmic level 26
89th Vengeance 123rd year of Ascendancy at 02:55 see stats
By gggeee the Halfling Wyrmic level 24
83rd Vengeance 123rd year of Ascendancy at 05:07 see stats
By gggeee the Halfling Wyrmic level 26
83rd Vengeance 123rd year of Ascendancy at 06:43 see stats
Log
Melee retaliation hits Vorodhetha the cute little bunny for 21 cold, 7 mind, 3 darkness (32 total damage).
Crippling Poison from Gggeee hits Gleda the zombie bunny for 94 nature damage.
Vorodhetha the cute little bunny's Beyond the Flesh hits gggeee for 52 physical, 18 physical (70 total damage).
Gggeee uses Dissolve.
gggeee misses Gleda the zombie bunny.
Evasive Shots fires a retaliatory shot at gggeee!
gggeee deflects the projectile from Gleda the zombie bunny to the east!
gggeee misses Gleda the zombie bunny.
Gggeee's spell attains critical power!
gggeee misses Gleda the zombie bunny.
Raze hits Gleda the zombie bunny for 8 darkness, 8 darkness, 8 darkness, 8 darkness (31 total damage).
gggeee hits Gleda the zombie bunny for 88 acid, 38 cold, 6 lightning, 7 physical (138 total damage).
Gggeee redirects the effect 'Bleeding'!
Gleda the zombie bunny redirects the effect 'Bleeding'!
Gggeee starts to bleed.
Gggeee's Swallow is disrupted by his wounds!
Gggeee is on fire!
Gggeee is moving less freely.
Burning from Gleda the zombie bunny hits gggeee for 13 fire damage.
Bleeding from Gleda the zombie bunny hits gggeee for 117 physical damage.
Gleda the zombie bunny's Evasive Shots hits gggeee for 550 physical, 4 fire (554 total damage).
Vorodhetha the cute little bunny uses Telekinetic Smash.
Vorodhetha the cute little bunny misses gggeee.
Vorodhetha the cute little bunny performs a melee critical strike against gggeee!
Gggeee's spell attains critical power!
Raze hits Vorodhetha the cute little bunny for 8 darkness, 8 darkness, 9 darkness (25 total damage).
Melee retaliation hits Vorodhetha the cute little bunny for 21 cold, 7 mind, 3 darkness (32 total damage).
Vorodhetha the cute little bunny hits gggeee for 140 physical damage.
gggeee the level 29 halfling wyrmic was crushed to death by Vorodhetha the cute little bunny (how pathetic) on level 1 of Pikataclysm.