











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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. 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.
Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
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: Improved Combat Text v2 Custom Edit 1.6.0This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Cornac |
Class | Cursed |
Level / Exp | 17 / 66% |
Size | medium |
Lifes / Deaths | Killed by Arirama the sandworm destroyer at level 17 on the 51st Haze 122nd year of Ascendancy at 15:40 / 1 |
Primary Stats
Strength | 47 (base 44) |
Dexterity | 10 (base 10) |
Constitution | 10 (base 10) |
Magic | 14 (base 10) |
Willpower | 44 (base 36) |
Cunning | 14 (base 10) |
Resources
Life | -132/388 |
Hate | 100/100 |
Healing Factor | 1.1000003099962 |
Regeneration | 1.3750003874952 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
See Invisible | -8.8817841970013E-16 |
Offense: Mainhand
Damage | 76 |
Accuracy | 12 |
Crit Chance | 6% |
APR | 4 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 14 |
Crit Chance | 4% |
Speed | 1 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Cold | +6% |
Darkness | +9% |
Light | +10% |
All | 0% |
Offense: Damage Penetration
Mind | +10% |
Defense: Base
Armour (hardiness) | 51.317011280365 (72.903125182002%) |
Defense | 42 |
Ranged Defense | 42 |
Fatigue | 33 |
Physical Save | 26 |
Spell Save | 20 |
Mental Save | 23 |
Defense: Resistances
Nature | + 20%( 70%) |
Lightning | + 33%( 70%) |
Light | + 30%( 70%) |
Darkness | + 23%( 70%) |
Cold | + 35%( 70%) |
Mind | + 14%( 70%) |
Fire | + 3%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Disarm Resistance | 42% |
Pinning Resistance | 20% |
Silence Resistance | 20% |
Confusion Resistance | 87% |
Fear Resistance | 45% |
Stun Resistance | 89% |
Instadeath Resistance | 100% |
Knockback Resistance | 67% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 210 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: 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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 436% 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. |
Class Talents
Cursed / Gloom | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Predator | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Rampage | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Slaughter | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 4/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved Willpower 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. | active |
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 have explored the Maze and vanquished the Minotaur. * 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. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed warg claw. * You've found the needed sandworm tooth. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed orc heart. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
On feet | ![]() 3.0 Encumbrance T1 feet armor [Ego++] Arcane While equipped: Stats +2 Mag defense ------ Armor +3 Fatigue +2% Disease Resist +15% Silence Resist +20% Confus Resist +22% Stun Resist +22% other ------- Spell cooldown 10% Curse of Misfortune Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. It was changed by the digestive sack. |
Light source | ![]() 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.(101 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 3.0 Encumbrance T1 head armor [Rare] Nature While equipped: defense ------ Armor +9 Defense +25 (+8 eff.) Fatigue +5% Resistance +6% lightning Unlife -40.00 life other ------- Stamina when Hit +0.80 EQ when Hit +1.00 Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.0 Encumbrance T1 hands armor [Rare] Psionic While equipped: offense ------ Damage +9% darkness Accuracy +6 (+3 eff.) On-Hit (Melee): * 10% chance to reduce damage dealt by 17% defense ------ Armor +1 Resistance +12% lightning +3% darkness Physical save +6 (+3 eff.) Mind save +6 (+3 eff.) Disarm Resist +22% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+1 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 T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun defense ------ Defense +6 (+2 eff.) Life +21.00 Disarm Resist +20% Pinning Resist +20% Knockbk Resist +22% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Str defense ------ Armor +6 Life Regen +1.00 Stun Resist +22% Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil defense ------ Resistance +11% mind Confus Resist +20% Amulets make your neck look great! |
In main hand | ![]() 3.0 Encumbrance T3 longsword 1H weapon [Rare] Master Weapon Damage 32.5 - 45.5 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 +8 light On-Hit, radius 1 +12 mind While equipped: offense ------ Damage +6% cold Ignore resists +5% mind On-Hit (Melee): * 10% chance to reduce all saves and defense by 20 defense ------ Resistance +15% cold other ------- Light +1 Curse of Shrouds Sharp, long, and deadly. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +2 Mag offense ------ On-Hit (Melee): * 20% chance to reduce all saves and defense by 20 defense ------ Defense +10 (+3 eff.) Resistance +3% mind +3% fire Stealth +6 other ------- Light +3 Curse of Madness A belt that goes around your waist. |
In off hand | ![]() 7.0 Encumbrance T2 shield armor [Unique] Nature When used to Attack: Weapon Damage 26.0 - 36.4 Physical Uses 150% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.0% Block +60 While equipped: defense ------ Armor +10 Defense +9 (+3 eff.) Fatigue +14% Resistance +20% cold +20% darkness +20% nature other ------- Talents +1 Block Curse of Shrouds The barkwood of Wrathroot, made into roughly the shape of a shield. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +3 Wil offense ------ Ignore resists +5% mind defense ------ Defense +7 (+2 eff.) Physical save +6 (+3 eff.) other ------- Light +1 Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 14.0 Encumbrance T2 heavy armor [Ego] Master While equipped: defense ------ Armor +14 Defense +2 (+0 eff.) Fatigue +12% Resistance +15% lightning Curse of Nightmares A suit of armour made of mail. |
Inventory
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Range melee/personal Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 61.00 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 19 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 45 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun Amulets make your neck look great! |
![]() 5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Ego] Nature/Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +7% Critical power +10.00% Spellpower +6 (+6 eff.) Damage +15% cold defense ------ Defense +6 (+2 eff.) other ------- Light +3 Talents +1 Command Staff Curse of Nightmares Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 13 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 59.14 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 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 (+7 eff.) Damage +20% cold other ------- Talents +1 Command Staff Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T2 battleaxe 2H weapon [Ego] Arcane 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 +7 blight On Hit: * 13% chance to reduce strength, dexterity, and constitution by 8 On Critical: * Splash the target with acid dealing 22 damage over 5 turns and reducing armor and accuracy by 3 Curse of Misfortune Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T2 battleaxe 2H weapon [Ego] Arcane/Master 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 +5.0% Attack Speed 100% On-Hit, radius 1 +7 fire Curse of Shrouds Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T2 battleaxe 2H weapon [Normal] Weapon Damage 22.0 - 33.0 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% Curse of Madness Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T2 battleaxe 2H weapon [Ego+] Master Weapon Damage 20.5 - 30.8 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: Stats +2 Con offense ------ Physical Power +10 (+4 eff.) Ignore resists +10% physical defense ------ Disarm Resist +20% Curse of Misfortune Massive two-handed battleaxes. |
![]() 5.0 Encumbrance T2 greatmaul 2H weapon [Ego+] Master Weapon Damage 27.0 - 40.5 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 Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +12.0% Accuracy +7 (+4 eff.) defense ------ Defense +9 (+3 eff.) Disarm Resist +35% Curse of Corpses Massive two-handed mauls. |
![]() 5.0 Encumbrance T2 greatmaul 2H weapon [Normal] Weapon Damage 27.5 - 41.2 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% Curse of Madness Massive two-handed mauls. |
![]() 5.0 Encumbrance T2 greatmaul 2H weapon [Normal] Weapon Damage 29.0 - 43.5 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% Curse of Shrouds Massive two-handed mauls. |
![]() 5.0 Encumbrance T3 greatmaul 2H weapon [Rare] Nature Weapon Damage 40.0 - 60.0 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-crit, radius 2 +28 fire While equipped: Stats +1 Cun offense ------ Mind Crit +1% Global Speed +4% Ignore resists +25% cold +20% fire defense ------ Resistance +6% fire other ------- Max hate +8.00 Curse of Misfortune Massive two-handed mauls. |
![]() 3.0 Encumbrance T3 greatsword 2H weapon [Ego] Arcane Weapon Damage 37.0 - 59.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On Critical: * Splash the target with acid dealing 22 damage over 5 turns and reducing armor and accuracy by 3 Curse of Corpses Massive two-handed swords. |
![]() 3.0 Encumbrance T2 longsword 1H weapon [Ego+] Arcane Weapon Damage 15.5 - 21.7 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% On Hit: * Create an explosion dealing 15 lightning damage (1/turn) While equipped: offense ------ Damage +8% lightning Ignore resists +5% lightning Curse of Nightmares Sharp, long, and deadly. |
![]() 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% Curse of Misfortune Sharp, long, and deadly. |
![]() 3.0 Encumbrance T2 mace 1H weapon [Random Unique] Nature/Master Weapon Damage 25.0 - 35.0 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% While equipped: Stats +3 Str +4 Dex +4 Mag +3 Wil +4 Cun +3 Con offense ------ Spell Crit +1% Ignore resists +15% arcane Ignore Shields +20% defense ------ Spell save +3 (+2 eff.) Curse of Misfortune Blunt and deadly. |
![]() 3.0 Encumbrance T2 mace 1H weapon [Ego] Arcane 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% On Critical: * Splash the target with acid dealing 22 damage over 5 turns and reducing armor and accuracy by 3 Curse of Shrouds Blunt and deadly. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 5.5 - 6.1 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 +3 Wil offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) defense ------ Spell save +3 (+2 eff.) other ------- Talents +1 Attune Mindstar Curse of Nightmares 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. |
![]() 3.0 Encumbrance T2 arrow ammo Reqs Dex 16 [Ego] Arcane/Master Weapon Damage 22.5 - 31.5 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +11 Ignore Armor +7 Critical Rate +1.5% Capacity 17 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Arrows are used with bows to pierce your foes to death. |
![]() 3.0 Encumbrance T2 arrow ammo Reqs Dex 16 [Ego] Nature Weapon Damage 22.5 - 31.5 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.5% Capacity 17 On-ranged-hit +9 nature Arrows are used with bows to pierce your foes to death. |
![]() 3.0 Encumbrance T3 arrow ammo Reqs Dex 24 [Rare] Nature Weapon Damage 33.5 - 46.9 Physical Uses 70% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +12 Critical Rate +2.0% Capacity 19 Projectile Speed +200% On-ranged-hit +12 nature On-Hit, radius 1 +4 physical On-crit, radius 2 +4 lightning +16 physical On Hit: * 20% chance to slow global speed by 46% While equipped: other ------- Reload +1 Arrows are used with bows to pierce your foes to death. |
![]() 3.0 Encumbrance T3 shot ammo Reqs Dex 24 [Normal] Weapon Damage 34.5 - 41.4 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 18 Shots are used with slings to pummel your foes to death. |
![]() 7.0 Encumbrance T1 shield armor [Ego+] Arcane When used to Attack: Weapon Damage 9.0 - 10.8 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.5% Block +20 On-hit +11 light +11 darkness While equipped: Stats +1 Cun +2 Mag offense ------ Damage +11% light +11% darkness defense ------ Armor +2 Fatigue +8% Resistance +11% light +11% darkness other ------- Talents +1 Block Curse of Nightmares Handheld deflection devices. |
![]() 2.0 Encumbrance T2 cloth armor [Ego] Arcane/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +3 (+1 eff.) Damage +11% blight defense ------ Resistance +11% blight +9% all Mind save +16 (+8 eff.) Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 cloth armor [Normal] While equipped: defense ------ Resistance +11% all Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 17.0 Encumbrance T2 massive armor [Normal] While equipped: defense ------ Armor +9 Fatigue +22% Curse of Corpses A suit of armour made of metal plates. |
![]() 17.0 Encumbrance T3 massive armor [Ego] Disrupt While equipped: defense ------ Armor +11 Fatigue +22% Resistance +12% nature +12% blight Curse of Corpses A suit of armour made of metal plates. |
![]() 2.0 Encumbrance T3 feet armor [Rare] Psionic While equipped: Stats +4 Con +3 Wil offense ------ Mindpower +31 (+14 eff.) Ignore resists +5% mind +7% physical defense ------ Armor +3 Resistance +6% fire other ------- EQ when Hit +0.12 Light +2 Curse of Corpses Blindside: Puts all charms on 25 turn cooldown Effective talent level: 3.9 Power cost 25 out of 25/25. Range 6 Cooldown: 10 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 53% (at 0 Hate) to 176% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 19 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Con offense ------ Ignore resists +5% light Accuracy +15 (+8 eff.) defense ------ Armor +3 Defense +20 (+6 eff.) Fatigue +2% Resistance +6% cold +6% fire +1% physical Curse of Corpses Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 Encumbrance T2 hands armor [Ego] Arcane/Master While equipped: Stats +2 Dex offense ------ On-Hit 5 darkness Damage +5% darkness Accuracy +12 (+6 eff.) defense ------ Armor +2 Resistance +7% darkness Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T1 hands armor [Ego] Master/Psionic While equipped: Stats +3 Dex offense ------ Accuracy +10 (+5 eff.) defense ------ Armor +1 Fatigue +1% Life Regen +1.00 other ------- Stamina/turn +0.50 Max stamina +10.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Corpses Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 Encumbrance T1 head armor [Ego+] Nature/Psionic While equipped: Stats +4 Cun +3 Wil offense ------ Mindpower +4 (+2 eff.) defense ------ Defense +1 (+0 eff.) Resistance +6% lightning +6% temporal Curse of Corpses A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Rare] Psionic While equipped: offense ------ Mind Crit +3% Mindpower +3 (+1 eff.) Damage +9% lightning +3% acid Ignore resists +5% lightning defense ------ Defense +2 (+0 eff.) Resistance +9% lightning +15% fire other ------- Psi/turn +0.17 Curse of Shrouds A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Ego] Nature While equipped: defense ------ Defense +2 (+0 eff.) Resistance +6% fire +6% cold Curse of Corpses A pointy cloth hat, very wizardly... |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag 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 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. |
Achievements
By Cormir the Cornac Cursed level 10
19th Haze 122nd year of Ascendancy at 14:15 see stats
By Cormir the Cornac Cursed level 11
23rd Haze 122nd year of Ascendancy at 14:46 see stats
By Cormir the Cornac Cursed level 11
22nd Haze 122nd year of Ascendancy at 08:57 see stats
By Cormir the Cornac Cursed level 16
47th Haze 122nd year of Ascendancy at 16:29 see stats
Log
Blue jelly is weakened by the darkness!
Blue jelly shrugs off the effect 'Exposed'!
Cormir hits Blue jelly for 89 physical, 12 light, 23 light, 11 mind (135 total damage).
Talent Infusion: Healing is ready to use.
Talent Infusion: Wild is ready to use.
Blue jelly misses Cormir.
Cormir hits Blue jelly for 88 physical damage.
Cormir killed Blue jelly!
Cormir receives 14 healing from Unnatural Body.
Arirama the sandworm destroyer uses Blindside.
Cormir's mania hastens cooldowns.
Cormir begins rampaging!
Arirama the sandworm destroyer hits Cormir for (23 rampage shugs off), 150 physical (150 total damage).
Cormir has shrugged off 23 damage and is ready for more.
Cormir receives 9 healing from Unnatural Body.
Arirama the sandworm destroyer uses Dominate.
Cormir shrugs off Arirama the sandworm destroyer's 'Dominated'!
Cormir is recovering from the damage!
Arirama the sandworm destroyer hits Cormir for (23 rampage shugs off), 130 physical (130 total damage).
Cormir uses Infusion: Regeneration.
Cormir starts regenerating health quickly.
You feel your rampage slowing down. (-1 duration)
Arirama the sandworm destroyer uses Slash.
Cormir's mania hastens cooldowns.
Arirama the sandworm destroyer hits Cormir for 264 physical damage.
Cormir the level 17 cornac cursed was hacked apart to death by Arirama the sandworm destroyer on level 1 of Sandworm lair.