













Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
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.
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. 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. Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Higher |
Class | Wyrmic |
Level / Exp | 20 / 66% |
Size | medium |
Lifes / Deaths | Killed by corrupted void horror at level 20 on the 10th Haze 122nd year of Ascendancy at 02:48 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 50 (base 44) |
Dexterity | 18 (base 10) |
Constitution | 13 (base 11) |
Magic | 21 (base 10) |
Willpower | 71 (base 44) |
Cunning | 12 (base 10) |
Resources
Life | -255/816 |
Equilibrium | 134 |
Healing Factor | 1.0283363011315 |
Regeneration | 13.927553553634 |
Speed
Mental | +2.9072344087915% |
Attack | +2.9072344087915% |
Movement | +11.09386761032% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 9 |
Infravision | 3 |
Offense: Mainhand
Damage | 23 |
Accuracy | 42 |
Crit Chance | 13% |
APR | 15 |
Speed | 0.97 |
Offense: Offhand
Damage | 23 |
Accuracy | 42 |
Crit Chance | 9% |
APR | 18 |
Speed | 0.97 |
Offense: Spell
Spellpower | 20 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 52 |
Crit Chance | 6% |
Speed | 0.97174897930652 |
Offense: Damage Bonus
Lightning | +16% |
Mind | +17% |
Nature | +20% |
Darkness | +6% |
Physical | +16% |
Cold | +6% |
All | 0% |
Offense: Damage Penetration
Mind | +10% |
Light | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 8 (30%) |
Defense | 29 |
Ranged Defense | 29 |
Fatigue | 2 |
Physical Save | 37 |
Spell Save | 41 |
Mental Save | 33 |
Defense: Resistances
Acid | + 14%( 70%) |
Arcane | + 15%( 70%) |
Cold | + 24%( 70%) |
All | + 9%( 70%) |
Lightning | + 46%( 70%) |
Temporal | + 17%( 70%) |
Physical | + 24%( 70%) |
Mind | + 19%( 70%) |
Fire | + 32%( 70%) |
Nature | + 24%( 70%) |
Defense: Immunities
Pinning Resistance | 17% |
Confusion Resistance | 21% |
Instadeath Resistance | 100% |
Stun Resistance | 32% |
Poison Resistance | 60% |
Blind Resistance | 15% |
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 230 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 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 31% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 555% 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
Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Wild-gift / Sand drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Venom drake aspect | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fungus | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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 AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed red crystal shard. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' 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 naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed minotaur nose. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
Equipment
On feet | ![]() 3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +2 Dex +3 Mag +2 Wil +2 Cun offense ------ Damage +6% darkness defense ------ Armor +3 Fatigue +2% Resistance +6% lightning +6% temporal other ------- Light +1 Infravision +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ 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. |
On head | ![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +11% physical defense ------ Defense +1 (+0 eff.) Resistance +3% lightning +14% physical +3% nature Crit Resistance 15.00% Physical save +3 (+1 eff.) Life +20.00 Poison Resist +10% A pointy cloth hat, very wizardly... |
On hands | ![]() 1.0 Encumbrance T1 hands armor [Rare] Psionic While equipped: Stats +5 Str +1 Dex offense ------ Ignore resists +10% mind defense ------ Armor +1 Life Regen +1.00 other ------- Stamina/turn +0.60 Max stamina +12.00 Light +2 Infravision +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: offense ------ Critical power +5.00% Mindpower +10 (+4 eff.) Damage +6% mind Ignore resists +5% light defense ------ Mind save +9 (+5 eff.) other ------- Hate-on-crit +1.00 Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: offense ------ Damage +11% mind +6% nature On-Hit (Melee): * 20% chance to slow global speed by 59% defense ------ Resistance +11% mind +3% fire Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Con defense ------ Physical save +4 (+2 eff.) Life Regen +1.00 Stun Resist +22% Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Psionic While equipped: Stats +4 Dex +2 Wil offense ------ Physical Crit +3.0% Mindpower +6 (+2 eff.) defense ------ Resistance +2% physical Mind save +5 (+3 eff.) Unlife -40.00 life Confus Resist +11% other ------- Stamina/turn +1.00 Max stamina +10.00 Amulets make your neck look great! |
In main hand | ![]() 3.0 Encumbrance T1 mindstar 1H weapon [Unique] Nature Weapon Damage 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +15 Critical Rate +7.0% Attack Speed 100% Damage Conversion 30% poison While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) Damage +10% nature defense ------ Resistance +10% nature Poison Resist +50% Spit Poison: Effective talent level: 2.0 Power cost 8 out of 8/8. Range 10 Cooldown: 6 Travel.spd instantaneous Is: a nature gift Description: Spit poison at your target, doing 198.89 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +1 Mag offense ------ Physical Crit +2.0% defense ------ Defense +20 (+10 eff.) Resistance +6% fire +6% cold Unlife -60.00 life other ------- Mana/turn +0.04 A belt that goes around your waist. |
In off hand | ![]() 3.0 Encumbrance T2 mindstar 1H weapon [Random Unique] Nature/Psionic Weapon Damage 6.0 - 6.6 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: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) Damage +5% lightning +6% cold +5% physical defense ------ Armor +2 Defense +9 (+4 eff.) Resistance +8% lightning +8% fire +8% cold Physical save +8 (+3 eff.) Spell save +3 (+1 eff.) Mind save +4 (+2 eff.) Unlife -80.00 life Pinning Resist +17% other ------- EQ when Hit +0.50 Talents +1 Attune Mindstar Masteries +0.20 Psionic/Voracity +0.20 Psionic/Absorption 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. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: defense ------ Defense +1 (+0 eff.) Resistance +1% physical +3% temporal Crit Resistance 15.00% Spell save +15 (+5 eff.) Life +36.00 Confus Resist +10% Stun Resist +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 Encumbrance T2 cloth armor [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Mag +7 Wil offense ------ Damage +11% lightning When Hit 4 temporal defense ------ Armor +2 Defense +2 (+1 eff.) Resistance +16% lightning +9% all Physical save +15 (+6 eff.) Spell save +9 (+3 eff.) other ------- Mana/turn +0.10 Psi/turn +0.16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 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 cure yourself of one random physical effect and reduce all damage taken by 21% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic 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 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Con offense ------ When Hit 2 cold defense ------ Resistance +3% light +5% arcane Blind Resist +10% Amulets make your neck look great! |
![]() 3.0 Encumbrance T2 battleaxe 2H weapon [Ego] Master Weapon Damage 35.0 - 52.5 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Accuracy +9 (+7 eff.) defense ------ Defense +10 (+5 eff.) Disarm Resist +36% Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T1 battleaxe 2H weapon [Ego] Disrupt Weapon Damage 11.5 - 17.2 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% Damage Against +13% Unnatural On Hit: * 9% chance to slow global speed by 59% While equipped: Stats +3 Wil Massive two-handed battleaxes. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Random Unique] Nature/Master Weapon Damage 19.0 - 24.7 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +6 Con +6 Wil offense ------ Ignore resists +5% darkness Accuracy +6 (+5 eff.) defense ------ Defense +5 (+2 eff.) Resistance +6% lightning +6% temporal +3% darkness Life +10.00 Disarm Resist +24% Sharp, short and deadly. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Ego] Arcane/Master Weapon Damage 20.5 - 26.7 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Critical: * Splash the target with acid dealing 48 damage over 5 turns and reducing armor and accuracy by 6 Sharp, short and deadly. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Ego+] Master Weapon Damage 10.0 - 13.0 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +2 Str offense ------ Damage +5% physical Accuracy +16 (+10 eff.) defense ------ Defense +6 (+3 eff.) Disarm Resist +23% Sharp, short and deadly. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Ego] Arcane Weapon Damage 12.0 - 15.6 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 +7 cold Sharp, short and deadly. |
![]() 5.0 Encumbrance T2 greatmaul 2H weapon [Rare] Master Weapon Damage 25.0 - 37.5 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On Hit: * 10% chance to reduce damage dealt by 26% On Critical: * Wound the target dealing 145 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +6 Str +4 Mag offense ------ Physical Crit +10.0% Physical Power +10 (+4 eff.) Damage +6% darkness +3% cold Massive two-handed mauls. |
![]() 5.0 Encumbrance T2 greatmaul 2H weapon [Normal] Weapon Damage 28.0 - 42.0 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% Massive two-handed mauls. |
![]() 5.0 Encumbrance T2 greatmaul 2H weapon [Normal] Weapon Damage 28.5 - 42.8 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% Massive two-handed mauls. |
![]() 4.0 Encumbrance T2 longbow 2H weapon Reqs Shoot [Ego] Arcane Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 On-ranged-hit +8 cold While equipped: offense ------ Damage +14% cold Longbows are used to shoot arrows at your foes. |
![]() 3.0 Encumbrance T1 longsword 1H weapon [Rare] Master Weapon Damage 11.0 - 15.4 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On Hit: * 20% chance to gain 10% of a turn (3/turn limit) While equipped: Stats +2 Dex offense ------ Damage +3% light +9% temporal Ignore resists +5% light Accuracy +6 (+5 eff.) On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Defense +6 (+3 eff.) Disarm Resist +21% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Sharp, long, and deadly. |
![]() 3.0 Encumbrance T1 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 2.0 - 2.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +2 Wil offense ------ Spell Crit +3% Mind Crit +1% Spellpower +20 (+10 eff.) Mindpower +2 (+1 eff.) On-Hit 4 mind 5 darkness Damage +12% blight +3% mind +3% darkness defense ------ Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% 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. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 5.0 - 5.5 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: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) On-Hit 5 mind 5 darkness Damage +2% mind +3% darkness 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. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 5.0 - 5.5 Mind 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: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) On-Hit 4 mind 5 darkness Damage +3% mind +3% darkness defense ------ Life +13.00 Life Regen +0.80 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. |
![]() 3.0 Encumbrance T1 mindstar 1H weapon [Ego] Nature Weapon Damage 2.0 - 2.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) Damage +3% nature defense ------ Resistance +3% blight Life +13.00 Life Regen +0.50 Disease Resist +10% 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. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 5.0 - 5.5 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: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) Damage +4% nature defense ------ Resistance +2% blight Mind save +2 (+1 eff.) Disease Resist +12% other ------- Max psi +10.00 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 T1 sling 1H weapon Reqs Shoot [Ego] Arcane/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +6 On-ranged-hit +7 cold While equipped: Stats +2 Str offense ------ Physical Power +6 (+3 eff.) Damage +9% cold Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 Encumbrance T1 staff 2H weapon [Rare] Master Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +3 Mag offense ------ Spell Crit +8% Critical power +12.00% Spellpower +3 (+2 eff.) Damage +9% acid +10% darkness +6% mind Ignore resists +10% acid When Hit 8 acid defense ------ Resistance +3% acid other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T2 waraxe 1H weapon [Rare] Master Weapon Damage 18.0 - 25.2 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% While equipped: Stats +6 Mag offense ------ Ignore resists +10% cold defense ------ Resistance +6% light other ------- Infravision +2 See Invisibility +3 One-handed war axes. |
![]() 3.0 Encumbrance T2 waraxe 1H weapon [Rare] Nature Weapon Damage 15.5 - 21.7 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +9 nature On-crit, radius 2 +4 mind While equipped: Stats +2 Cun offense ------ Mind Crit +1% Ignore resists +20% light other ------- Max hate +4.00 Max psi +20.00 Light +3 One-handed war axes. |
![]() 3.0 Encumbrance T2 waraxe 1H weapon [Ego] Arcane Weapon Damage 10.0 - 14.0 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +11 Critical Rate +4.0% Attack Speed 100% Ignore Shields +11% On-Hit, radius 1 +8 fire One-handed war axes. |
![]() 3.0 Encumbrance T2 waraxe 1H weapon [Ego+] Master Weapon Damage 12.5 - 17.5 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +7.0% One-handed war axes. |
![]() 1.0 Encumbrance T1 belt armor [Ego] Arcane While equipped: defense ------ Fatigue -5% other ------- Encumbrance +24 A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Ego] Nature/Master While equipped: Stats +2 Cun +2 Dex defense ------ Defense +1 (+0 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 T1 cloth armor [Unique] While equipped: defense ------ Resistance +7% all Revealing, green, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
![]() 2.0 Encumbrance T1 feet armor [Ego] Nature While equipped: defense ------ Armor +1 Resistance +5% lightning +5% temporal A pair of boots made of leather. |
![]() 1.5 Encumbrance T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Dex offense ------ On-Hit 6 nature Damage +3% nature Accuracy +11 (+8 eff.) defense ------ Armor +1 Fatigue +1% Resistance +5% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str +1 Wil +3 Con offense ------ Damage +3% arcane defense ------ Armor +3 Fatigue +5% Resistance +6% acid Crit Resistance 10.00% other ------- See Invisibility +3 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] Psionic While equipped: Stats +3 Cun defense ------ Defense +1 (+0 eff.) Mind save +5 (+3 eff.) A pointy cloth hat, very wizardly... |
![]() 3.0 Encumbrance T1 head armor [Ego] Nature While equipped: defense ------ Armor +3 Fatigue +5% Resistance +6% cold +11% light +11% darkness other ------- Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 Encumbrance T1 heavy armor [Rare] Master While equipped: offense ------ Damage +3% lightning +3% cold Ignore resists +5% lightning On-Hit (Melee): * 20% chance to slow global speed by 59% defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% Resistance +12% lightning +17% fire A suit of armour made of mail. |
![]() 14.0 Encumbrance T2 heavy armor [Rare] Arcane While equipped: offense ------ Damage +15% lightning +6% darkness Ignore resists +10% lightning defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +35% temporal A suit of armour made of mail. |
![]() 14.0 Encumbrance T2 heavy armor [Ego] Master While equipped: defense ------ Armor +14 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
![]() 14.0 Encumbrance T2 heavy armor [Ego] Psionic While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +6% mind Mind save +13 (+7 eff.) A suit of armour made of mail. |
![]() 14.0 Encumbrance T2 heavy armor [Ego+] Master While equipped: defense ------ Armor +12 Defense +2 (+1 eff.) Fatigue +8% Physical save +7 (+3 eff.) A suit of armour made of mail. |
![]() 9.0 Encumbrance T2 light armor [Rare] Master While equipped: offense ------ Damage +6% nature Ignore resists +25% lightning Ignore Shields +10% When Hit 4 arcane 6 nature defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Resistance +34% lightning A suit of armour made of leather. |
![]() 9.0 Encumbrance T2 light armor [Ego] Nature/Master While equipped: defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Resistance +16% fire Life Regen +2.10 other ------- Stamina/turn +0.70 A suit of armour made of leather. |
![]() 3.0 Encumbrance T1 arrow ammo [Rare] Nature Weapon Damage 14.0 - 19.6 Physical Uses 70% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +1.0% Capacity 14 On-ranged-hit +18 lightning On-Hit, radius 1 +8 nature On-crit, radius 2 +9 lightning +20 darkness +12 arcane On Hit: * 20% chance to slow global speed by 59% * 20% chance to reduce damage dealt by 26% Arrows are used with bows to pierce your foes to death. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 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 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T1 digger tool [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. |
![]() 3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T1 lite [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 +2 Cun offense ------ Mind Crit +1% Critical power +5.00% Mindpower +10 (+4 eff.) Damage +6% temporal defense ------ Mind save +7 (+4 eff.) other ------- Light +3 See Stealth +7 See Invisibility +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 Encumbrance T1 lite [Ego] Master/Psionic While equipped: Stats +3 Wil offense ------ Damage +6% mind 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 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. |
![]() 2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: defense ------ Defense +5 (+2 eff.) Resistance +3% blight Knockbk Resist +10% Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T3 wand charm [Random Unique] Arcane While equipped: offense ------ Damage +9% blight Ignore Shields +10% other ------- Max mana +60.00 Wards +2 lightning +2 temporal +4 nature +4 blight Talents +1 Ward Reveal the area around you, dispelling darkness (radius 11, power 46 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 turn cooldown 100% to reduce fatigue by 34% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 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 Earthwyrm Jym the Higher Wyrmic level 20
3rd Haze 122nd year of Ascendancy at 02:59 see stats
By Earthwyrm Jym the Higher Wyrmic level 14
45th Dusk 122nd year of Ascendancy at 19:38 see stats
By Earthwyrm Jym the Higher Wyrmic level 10
3rd Mirth 122nd year of Ascendancy at 11:11 see stats
By Earthwyrm Jym the Higher Wyrmic level 20
76th Dusk 122nd year of Ascendancy at 10:11 see stats
By Earthwyrm Jym the Higher Wyrmic level 8
79th Pyre 122nd year of Ascendancy at 17:07 see stats
By Earthwyrm Jym the Higher Wyrmic level 14
39th Dusk 122nd year of Ascendancy at 11:30 see stats
By Earthwyrm Jym the Higher Wyrmic level 15
57th Dusk 122nd year of Ascendancy at 09:37 see stats
Log
Earthwyrm Jym has finished recovering.
Void Echoes from Corrupted void horror hits Earthwyrm Jym for 11 mind damage.
Voidburn from Corrupted void horror hits Earthwyrm Jym for 30 temporal, 53 darkness (83 total damage).
Poison from Earthwyrm Jym hits Worm that walks (servant of corrupted void horror) for 2 nature damage.
Earthwyrm Jym activates his Isidhekira the Glitterstreak!
Earthwyrm Jym gains 3% of a turn from Ancestral Life.
Earthwyrm Jym receives 119 healing.
Talent Antimagic Zone is ready to use.
Void Echoes from Corrupted void horror hits Earthwyrm Jym for 11 mind damage.
Voidburn from Corrupted void horror hits Earthwyrm Jym for 30 temporal, 53 darkness (83 total damage).
Worm that walks (servant of corrupted void horror) hits Earthwyrm Jym for 2 physical, 1 physical (4 total damage).
Melee retaliation hits Worm that walks (servant of corrupted void horror) for 4 temporal, 22 cold, 4 temporal, 22 cold (51 total damage).
Poison from Earthwyrm Jym hits Worm that walks (servant of corrupted void horror) for 2 nature damage.
Earthwyrm Jym uses Infusion: Regeneration.
Earthwyrm Jym starts regenerating health quickly.
Earthwyrm Jym has survived the void madness.
Voidburn from Corrupted void horror hits Earthwyrm Jym for 29 temporal, 52 darkness (81 total damage).
Corrupted void horror casts Netherblast.
Corrupted void horror's spell attains critical power!
Earthwyrm Jym is wreathed in entropy.
Earthwyrm Jym is wasting away.
Corrupted void horror loses 9 health to the entropy.
Corrupted void horror links closer to his ally!
Worm that walks (servant of corrupted void horror) links closer to his ally!
Worm that walks (servant of corrupted void horror) hits Earthwyrm Jym for 3 physical, 2 physical (5 total damage).
Melee retaliation hits Worm that walks (servant of corrupted void horror) for 3 temporal, 16 cold, 3 temporal, 16 cold (39 total damage).
Corrupted void horror's Netherblast hits Earthwyrm Jym for 95 temporal, 175 darkness (270 total damage).
Earthwyrm Jym the level 20 higher wyrmic was swallowed by the void to death by corrupted void horror on level 1 of The Maze.