











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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. 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! Bear Race 1.7.6Mod that allows you to play as an adventurer who somehow ended up with humanlike intelligence, but the body of a bear. Bears are an unusual adventurer species. They are unable to use most equipment (hat, lite, amulet, cape and tool only), but are very strong, fast and tough and have a rather powerful racial talent tree. Racial talents 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: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Cornac |
Class | Summoner |
Level / Exp | 23 / 28% |
Size | big |
Lifes / Deaths | Killed by Emeluda the sandworm destroyer at level 23 on the 36th Regrowth 123rd year of Ascendancy at 22:04 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 15 (base 10) |
Dexterity | 17 (base 11) |
Constitution | 38 (base 34) |
Magic | 12 (base 10) |
Willpower | 69 (base 41) |
Cunning | 57 (base 32) |
Resources
Life | -24/633 |
Equilibrium | 225 |
Healing Factor | 1.2102122670884 |
Regeneration | 0.30255306677209 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +8.8817841970013E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 35.580577165004 |
See Invisible | 35.580577165004 |
Offense: Mainhand
Damage | 38 |
Accuracy | 41 |
Crit Chance | 18% |
APR | 24 |
Speed | 1.00 |
Offense: Offhand
Damage | 36 |
Accuracy | 41 |
Crit Chance | 18% |
APR | 24 |
Speed | 1.00 |
Offense: Spell
Spellpower | 20 |
Crit Chance | 15% |
Speed | 1 |
Offense: Mind
Mindpower | 56 |
Crit Chance | 21% |
Speed | 1 |
Offense: Damage Bonus
Physical | +24% |
Cold | +11% |
All | +5% |
Lightning | +12% |
Light | +20% |
Temporal | +11% |
Mind | +15% |
Darkness | +14% |
Nature | +11% |
Offense: Damage Penetration
Physical | +10% |
Acid | +25% |
Mind | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 22.5 (43.579428603723%) |
Defense | 37 |
Ranged Defense | 37 |
Fatigue | 18 |
Physical Save | 22 |
Spell Save | 28 |
Mental Save | 50 |
Defense: Resistances
Acid | + 17%( 70%) |
Arcane | + 17%( 70%) |
Cold | + 23%( 70%) |
All | + 12%( 70%) |
Lightning | + 21%( 70%) |
Temporal | + 15%( 70%) |
Physical | + 17%( 70%) |
Mind | + 17%( 70%) |
Nature | + 17%( 70%) |
Defense: Immunities
Disarm Resistance | 20% |
Bleed Resistance | 10% |
Confusion Resistance | 31% |
Pinning Resistance | 20% |
Stun Resistance | 20% |
Instadeath Resistance | 100% |
Blind Resistance | 10% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 679% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 17% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 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 189 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 30% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Class Talents
Wild-gift / Summoning (utility) | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Summoning (melee) | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Wild-gift / Summoning (advanced) | 1.30 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Summoning (distance) | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You failed to protect the injured seer from death by Polerenn the faeros. Escort: injured seer (level 1 of Daikara) | failed |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Misdirection (+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. | 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 have explored the Old Forest and vanquished Wrathroot. * 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | 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 multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed red crystal shard. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' | 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 within3 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 Encumbrance T3 feet armor [Ego++] Master/Psionic While equipped: Stats +5 Str +2 Wil +3 Cun +3 Con offense ------ Damage +7% physical defense ------ Armor +3 Physical save +7 (+4 eff.) Spell save +9 (+5 eff.) Mind save +7 (+2 eff.) other ------- Size +1 A pair of boots made of leather. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Master While equipped: offense ------ Damage +6% temporal defense ------ Defense +15 (+6 eff.) Resistance +3% temporal Crit Resistance 5.00% Life +80.00 Cut Resist +10% other ------- Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 3.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil offense ------ Mindpower +4 (+1 eff.) Damage +9% light defense ------ Armor +3 Fatigue +5% Resistance +5% arcane Mind save +12 (+4 eff.) Unlife -20.00 life Blind Resist +10% Disarm Resist +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.5 Encumbrance T1 hands armor [Rare] Psionic While equipped: Stats +6 Dex +2 Mag +1 Con offense ------ Mindpower +5 (+2 eff.) On-Hit 6 mind Damage +4% mind defense ------ Armor +1 Fatigue +1% Resistance +6% mind 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. |
Tool | ![]() 2.0 Encumbrance T2 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 43 for 5 turns Puts all charms on 17 turn cooldown 100% to increase all damage by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: offense ------ Physical Power +9 (+4 eff.) Spellpower +8 (+4 eff.) Mindpower +7 (+2 eff.) Damage +6% mind +6% light +5% all Ignore resists +25% acid defense ------ Resistance +6% acid Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Rare] Psionic While equipped: Stats +8 Cun +2 Wil offense ------ Damage +6% nature When Hit 8 darkness defense ------ Resistance +6% nature Mind save +7 (+2 eff.) Confus Resist +31% Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +10% lightning Stun Resist +20% Amulets make your neck look great! |
In main hand | ![]() 3.0 Encumbrance T3 mindstar 1H weapon [Ego+] Nature/Psionic Weapon Damage 8.5 - 9.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +3 Cun offense ------ Mind Crit +3% Critical power +9.00% Mindpower +6 (+2 eff.) On-Hit 9 physical Damage +8% physical Ignore resists +10% physical defense ------ Resistance +6% physical 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. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Ego++] Master/Psionic While equipped: Stats +4 Cun +6 Wil offense ------ Against +15% Summoned defense ------ Resist Against +17% Summoned Mind save +5 (+1 eff.) Life +40.00 A belt that goes around your waist. |
In off hand | ![]() 3.0 Encumbrance T3 mindstar 1H weapon [Ego+] Nature Weapon Damage 7.0 - 7.7 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Mindpower +6 (+2 eff.) Damage +7% lightning +6% cold +4% physical defense ------ Defense +17 (+7 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. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Mindpower +10 (+3 eff.) Damage +9% darkness Ignore resists +10% mind defense ------ Armor +6 Defense +1 (+1 eff.) Resistance +12% cold Mind save +3 (+1 eff.) 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 T3 heavy armor Reqs - Heavy armour training Str 28 [Ego+] Psionic While equipped: Stats +4 Cun +5 Wil defense ------ Armor +8 Defense +3 (+2 eff.) Fatigue +12% Mind save +12 (+4 eff.) A suit of armour made of mail. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 73 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 25 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -524 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1048 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 391 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 338 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 27% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+2 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: Stats +3 Cun +2 Wil offense ------ Physical Power +10 (+4 eff.) Ignore resists +10% physical On-Hit (Melee): * 20% chance to reduce armor by 22% defense ------ Defense +10 (+4 eff.) Fatigue -5% Life Regen +2.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: Stats +1 Wil +2 Con defense ------ Resistance +9% blight Life +80.00 Poison Resist +10% Silence Resist +20% Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: offense ------ Ignore resists +25% lightning When Hit 4 lightning 4 cold defense ------ Resistance +21% lightning +12% light Stun Resist +34% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +2 Str defense ------ Armor +4 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun offense ------ Damage +10% darkness defense ------ Defense +6 (+3 eff.) Fatigue -7% Mind save +13 (+4 eff.) other ------- Max stamina +25.00 Cooldown Shadowstep -1 Shadowstep: Effective talent level: 2.0 Power cost 33 out of 50/50. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: defense ------ Fatigue -4% other ------- Encumbrance +26 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: Stats +4 Cun +5 Dex offense ------ Accuracy +7 (+7 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: Stats +5 Str +4 Dex +1 Wil offense ------ Damage +13% fire When Hit 6 darkness defense ------ Resistance +26% fire other ------- Light +3 Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Master While equipped: Stats +3 Str defense ------ Armor +6 Rings make your fingers look great! |
![]() 3.0 Encumbrance T2 battleaxe 2H weapon Reqs Str 16 [Unique] Master Weapon Damage 45.0 - 67.5 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +21 Critical Rate +2.0% Attack Speed 100% Damage Against +25% Dragon While equipped: Stats +6 Str defense ------ Resist Against +25% Dragon Physical save +9 (+5 eff.) Stun Resist +20% Knockbk Resist +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
![]() 5.0 Encumbrance T2 greatmaul 2H weapon Reqs Str 16 [Rare] Psionic Weapon Damage 25.5 - 38.2 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On-Hit, radius 1 +16 mind On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: Stats +1 Cun defense ------ Resistance +3% acid Physical save +12 (+6 eff.) Life +60.00 Knockbk Resist +20% other ------- Max psi +20.00 Massive two-handed mauls. |
![]() 3.0 Encumbrance T3 longsword 1H weapon Reqs Str 24 [Ego+] Master Weapon Damage 24.5 - 34.3 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +3 Str offense ------ Damage +5% physical Accuracy +7 (+7 eff.) Sharp, long, and deadly. |
![]() 3.0 Encumbrance T3 mace 1H weapon Reqs Str 24 [Rare] Master Weapon Damage 24.0 - 33.6 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +9.0% Ignore resists +25% fire When Hit 6 fire defense ------ Resistance +15% mind +6% acid Blunt and deadly. |
![]() 3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 24 [Ego++] Master Weapon Damage 19.5 - 27.3 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On Critical: * Wound the target dealing 150 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +7.0% Physical Power +5 (+2 eff.) Ignore resists +7% physical Accuracy +16 (+12 eff.) Ignore Armor +6 One-handed war axes. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Ego+] Nature Weapon Damage 4.0 - 4.4 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: Stats +2 Str +2 Dex +1 Mag +2 Wil +1 Cun +2 Con offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) On-Hit 4 lightning Damage +5% lightning Ignore resists +4% lightning defense ------ Resistance +8% lightning 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 T3 mindstar 1H weapon [Random Unique] Nature/Psionic Weapon Damage 9.0 - 9.9 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Mindpower +6 (+2 eff.) On-Hit 4 darkness 5 mind Damage +5% lightning +12% darkness +13% fire +4% mind +8% cold Ignore resists +6% darkness When Hit 2 fire On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +7% darkness Spell save +3 (+2 eff.) Blind Resist +15% other ------- Talents +1 Attune Mindstar Masteries +0.10 Cursed/Darkness +0.20 Psionic/Projection +0.10 Psionic/Focus 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 T2 sling 1H weapon [Rare] Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 While equipped: Stats +1 Str offense ------ Physical Power +9 (+4 eff.) defense ------ Resistance +6% lightning +21% fire +6% temporal Mind save +9 (+3 eff.) Life Regen +4.00 Healmod +10% Slings are used to hurl stones or metal shots at your foes. |
![]() 9.0 Encumbrance T2 light armor [Rare] Master While equipped: Stats +3 Str +6 Con offense ------ Physical Crit +4.0% Critical power +11.00% Physical Power +7 (+3 eff.) defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Resistance +6% mind other ------- Hate-on-crit +2.00 Light +3 Infravision +3 A suit of armour made of leather. |
![]() 9.0 Encumbrance T3 light armor Reqs Str 16 [Ego] Nature/Master While equipped: defense ------ Armor +6 Defense +9 (+4 eff.) Fatigue +8% Resistance +17% lightning Life Regen +2.00 other ------- Stamina/turn +0.80 A suit of armour made of leather. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Disrupt While equipped: Stats +2 Str +7 Dex offense ------ On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +6% acid +6% blight A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +2 Mag +3 Wil +3 Cun +4 Con offense ------ Against +18% Summoned defense ------ Resistance +9% temporal +3% light +3% cold Resist Against +18% Summoned A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats +2 Str +1 Con defense ------ Defense +7 (+3 eff.) Physical save +5 (+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 T3 cloak armor [Ego] Master While equipped: offense ------ Physical Crit +2.0% Physical Power +1 (+0 eff.) defense ------ Defense +2 (+1 eff.) Fatigue -3% 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] Master While equipped: Stats +7 Dex +3 Mag +6 Lck defense ------ Armor +1 Resistance +5% arcane Stealth +5 other ------- Light +3 A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 feet armor [Rare] Nature While equipped: Stats +4 Wil offense ------ Spellpower +30 (+15 eff.) Ignore resists +10% blight defense ------ Armor +7 Resistance +10% lightning +9% temporal +12% acid A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 feet armor [Rare] Nature While equipped: Stats +1 Con offense ------ Critical power +10.00% Move Speed +10% Damage +3% darkness On-Hit (Melee): * 10% chance to reduce damage dealt by 27% defense ------ Armor +9 Fatigue -6% Resistance +2% physical Life +38.00 other ------- Stamina/turn +0.40 A pair of boots made of leather. |
![]() 1.5 Encumbrance T1 hands armor [Rare] Psionic While equipped: Stats +5 Str +2 Dex +3 Mag +1 Wil +1 Cun offense ------ On-Hit 6 mind Damage +4% mind On-Hit (Melee): * 10% chance to reduce damage dealt by 27% defense ------ Armor +1 Fatigue +1% Resistance +6% mind other ------- Infravision +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Str defense ------ Armor +1 Fatigue +1% Resistance +6% fire +6% cold A cap made of leather. |
![]() 3.0 Encumbrance T1 head armor [Rare] Disrupt While equipped: Stats +13 Con defense ------ Armor +3 Fatigue +5% Resistance +6% nature +6% blight Life Regen +4.00 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 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 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: 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 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 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 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 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 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] Master While equipped: offense ------ Damage +12% lightning defense ------ Resistance +6% lightning +18% cold +3% nature 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. |
![]() 2.0 Encumbrance T1 lite [Ego] Master/Psionic While equipped: Stats +4 Wil offense ------ Damage +6% mind other ------- Light +5 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 +3 Str +3 Dex offense ------ Ignore resists +5% nature defense ------ Defense +15 (+6 eff.) other ------- Stamina/turn +1.00 Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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 130 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 totem charm [Rare] Nature While equipped: offense ------ Damage +3% fire When Hit 2 acid defense ------ Resistance +3% acid Physical save +3 (+2 eff.) other ------- Max stamina +30.00 Sting an enemy dealing 129 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 10 turn cooldown 100% to reduce fatigue by 20% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T1 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 122 Puts all charms on 10 turn cooldown 100% to gain a 13% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T3 wand charm [Ego+] Arcane Fire a magical bolt dealing 258 lightning damage Puts all charms on 10 turn cooldown 100% to heal for 30. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By the same dude the Cornac Summoner level 22
3rd Regrowth 123rd year of Ascendancy at 03:06 see stats
By the same dude the Cornac Summoner level 17
51st Haze 122nd year of Ascendancy at 06:07 see stats
By the same dude the Cornac Summoner level 22
34th Regrowth 123rd year of Ascendancy at 13:20 see stats
By the same dude the Cornac Summoner level 10
7th Mirth 122nd year of Ascendancy at 09:24 see stats
By the same dude the Cornac Summoner level 20
1st Allure 123rd year of Ascendancy at 01:06 see stats
By the same dude the Cornac Summoner level 22
19th Regrowth 123rd year of Ascendancy at 22:39 see stats
By the same dude the Cornac Summoner level 12
15th Dusk 122nd year of Ascendancy at 09:18 see stats
By the same dude the Cornac Summoner level 18
68th Haze 122nd year of Ascendancy at 02:36 see stats
Log
The same dude picks up (s.): dwarven-steel mace 'Smolderrage' (24-34 power, 4 apr).
Your summoned fire drake hatchling disappears.
Your summoned fire drake hatchling disappears.
Your summoned fire drake hatchling disappears.
Your summoned fire drake disappears.
Fire drake's devouring flames area effect hits Ritch flamespitter for 8 fire damage.
Fire drake's devouring flames area effect hits Sandworm burrower for 0 fire damage.
Fire drake's devouring flames area effect hits the same dude for 17 fire damage.
The same dude summons a War Hound!
Emeluda the sandworm destroyer becomes more vulnerable to physical.
Emeluda the sandworm destroyer's corrosive nature intensifies!
The same dude slows down.
Emeluda the sandworm destroyer's Slime Spit hits the same dude for 252 nature damage.
Emeluda the sandworm destroyer uses Corrosive Seeds.
You notice a trap (Emeluda the sandworm destroyer's corrosive seed)!
Emeluda the sandworm destroyer shares damage with his oozes!
Fire drake's devouring flames area effect hits Ritch flamespitter for 8 fire damage.
Fire drake's devouring flames area effect hits Emeluda the sandworm destroyer for 3 fire damage.
Fire drake's devouring flames area effect hits the same dude for 17 fire damage.
Fire drake's devouring flames area effect hits Sandworm burrower for 0 fire damage.
Fire drake's devouring flames area effect hits War hound for 23 fire damage.
Emeluda the sandworm destroyer's Slime Spit hits War hound for 220 nature damage.
Emeluda the sandworm destroyer's Slime Spit killed War hound!
Ritch flamespitter slows down.
Emeluda the sandworm destroyer's Slime Spit hits Ritch flamespitter for 161 nature damage.
Talent Fire Drake is ready to use.
Emeluda the sandworm destroyer uses Acidbeam.
Emeluda the sandworm destroyer hits the same dude for 224 acid damage.
the same dude the level 23 cornac summoner was dissolved to death by Emeluda the sandworm destroyer on level 3 of Sandworm lair.