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Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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! ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
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:
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 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:
Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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 Adventure |
Sex | Male |
Race | Ogre |
Class | Writhing One |
Level / Exp | 14 / 20% |
Size | big |
Lifes / Deaths | Killed by Glyna the black ooze at level 11 on the 30th Haze 122nd year of Ascendancy at 00:47 4 / 1 |
Primary Stats
Strength | 28 (base 15) |
Dexterity | 12 (base 10) |
Constitution | 23 (base 13) |
Magic | 39 (base 36) |
Willpower | 15 (base 10) |
Cunning | 24 (base 10) |
Resources
Life | 452/452 |
Insanity | 0/100 |
Healing Factor | 1.209902221182 |
Regeneration | 1.5123777764776 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +52.60995032651% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 5 |
See Stealth | 26.963832591226 |
See Invisible | 29.963832591226 |
Offense: Mainhand
Damage | 22 |
Accuracy | 28 |
Crit Chance | 12% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 39 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 20 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Acid | +6% |
Arcane | +3% |
Cold | +22% |
All | 0% |
Lightning | +5% |
Light | +22% |
Physical | +32% |
Fire | +5% |
Darkness | +20% |
Offense: Damage Penetration
Acid | +10% |
Defense: Base
Armour (hardiness) | 13 (47%) |
Defense | 11 |
Ranged Defense | 11 |
Fatigue | 1 |
Physical Save | 30 |
Spell Save | 35 |
Mental Save | 19 |
Defense: Resistances
Acid | + 22%( 70%) |
Arcane | + 14%( 70%) |
Cold | + 36%( 70%) |
All | + 9%( 70%) |
Lightning | + 20%( 70%) |
Light | + 39%( 70%) |
Physical | + 43%( 70%) |
Fire | + 18%( 70%) |
Nature | + 18%( 70%) |
Defense: Immunities
Disarm Resistance | 65% |
Pinning Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 21% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 552% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Class Talents
Demented / Friend of the worm | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Demented / Horrific body | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Controlled horrors | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Tentacles | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Path of horror | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
talent | Chant of Fortress |
talent | Chaos Orbs |
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. | active |
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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You must explore the renegade Shaloren camp. | active |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Heart of the Gloom. Escort: lost sun paladin (level 2 of Heart of the Gloom)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
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 precision. He has given you some notes on the ingredients: * '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 hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed bear paw. Marus of Elvala needs your help making an elixir of mysticism. 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 red crystal shard. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * '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.' * 'Needed: one skeleton mage skull. If the eyes are still glowing, please bash it around a bit until they fade. I'll not have another one of those coming alive and wreaking havoc in my lab.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed honey tree root. * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
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 | ![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
On hands | ![]() 1.5 T2 hands armor [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Str +1 Mag +3 Wil +2 Con dps ---------- Melee+ 7 lightning Dmg.mod +5% lightning Acc +7 (+3 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +6% lightning +5% arcane Phys.save +6 (+3 eff.) Spell.save +12 (+5 eff.) Mind.save +6 (+3 eff.) Disarm- +43% ---------- misc Masteries +0.20 Technique/Grappling Metal gloves protecting the hands up to the middle of the lower arm. |
On head | ![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Str dps ---------- Phys.crit +4.0% Crit.mult +10.00% Dmg.mod +11% physical Melee Ret 6 nature ----- def ----- Defense +1 (+1 eff.) Resists +11% physical ---------- misc Max.stam +10.00 A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% Max.HP +20.00 Disarm- +22% Pinning- +20% Knockbk- +21% ---------- misc Max.enc +22 Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Con dps ---------- Dmg.mod +12% light +10% physical ----- def ----- Resists +6% lightning +10% physical +3% light Rings make your fingers look great! |
Around neck | ![]() 0.1 T1 amulet jewelry [Ego+] Master While equipped: Stats +3 Dex +4 Cun +3 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +1.00 ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
In main hand | ![]() 5.0 T3 staff 1H weapon [Random Unique] Arcane/Nature/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.2% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) S.pwr/crit +6 Dmg.mod +3% arcane +20% darkness Res.pen +10% acid ----- def ----- Armour +2 Hardiness +2% Defense +7 (+7 eff.) Resists +3% acid Phys.save +4 (+2 eff.) ---------- misc Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 5 cooldown Level 2.0 Pwr.cost 5 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 106.61 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. |
Main armor | ![]() 2.0 T2 cloth armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +6% acid +11% physical +5% fire +7% cold ----- def ----- Resists +11% acid +11% physical +10% fire +10% cold +9% all ---------- misc Cooldown Refit Golem -2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +4 Cun +4 Con dps ---------- Melee Ret 6 mind On Hit (Melee): * 10% chance to reduce all saves and defense by 0 ----- def ----- Defense +1 (+1 eff.) ---------- misc Infravis +1 See.Invis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Light source | ![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc 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.(60 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Inventory
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 206 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd 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 21% for 4 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. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd 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 24% for 3 turns. Also removes cross-tier effects of the affected types for free. 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. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd 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 24% for 3 turns. Also removes cross-tier effects of the affected types for free. 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. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 212.94 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Gyba the Brightscar 0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +1 Cun +1 Wil dps ---------- Mind.crit +2% Dmg.mod +11% mind ----- def ----- Resists +11% mind +6% light Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce armor by 0% * 20% chance to slow global speed by 0% * 10% chance to reduce damage dealt by 0% ----- def ----- Resists +6% lightning +5% arcane Max.HP +22.00 Disarm- +20% Pinning- +21% Knockbk- +22% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
![]() 5.0 T1 staff 2H weapon [Normal] Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% blight ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T1 greatmaul 2H weapon [Unique] Master Power 30.0 - 51.0 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 36% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
![]() 3.0 T1 greatsword 2H weapon [Ego] Master Power 17.5 - 28.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Acc +10 (+5 eff.) ----- def ----- Defense +9 (+9 eff.) Disarm- +29% Massive two-handed swords. |
![]() 3.0 T1 greatsword 2H weapon [Ego] Master/Psionic Power 26.5 - 42.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 100% Melee+ +9 mind On Hit: * 16% chance to reduce all saves and defense by 0 While equipped: Stats +3 Cun +3 Wil Massive two-handed swords. |
![]() 3.0 T2 greatsword 2H weapon [Ego] Nature/Psionic Power 24.5 - 39.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Melee+ +10 darkness +9 nature Against +12% Living Massive two-handed swords. |
![]() 3.0 T1 longsword 1H weapon [Rare] Arcane Power 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +2.5% Atk.spd 100% Melee+ +8 darkness On Hit.r1 +16 darkness +6 fire While equipped: dps ---------- Dmg.mod +3% darkness ----- def ----- Resists +3% nature Sharp, long, and deadly. |
![]() 3.0 T1 mace 1H weapon [Rare] Master Power 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +0.5% Atk.spd 100% While equipped: dps ---------- Dmg.mod +6% blight +18% mind Res.pen +20% blight +6% physical Acc +6 (+3 eff.) Apr +6 On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 0 Blunt and deadly. |
![]() 3.0 T1 waraxe 1H weapon [Rare] Psionic Power 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +3.5% Atk.spd 100% Melee+ +19 mind +4 physical On Hit: * 12% chance to reduce all saves and defense by 0 While equipped: Stats +2 Wil +2 Cun +4 Con dps ---------- Phys.crit +1.0% ----- def ----- Defense +10 (+9 eff.) One-handed war axes. |
![]() 1.0 T1 dagger 1H weapon [Ego] Master Power 15.0 - 19.5 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit / acc Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego+] Nature Power 12.0 - 15.6 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit / acc Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +15 lightning +7 cold While equipped: dps ---------- Mov.spd +22% Res.pen +5% lightning +8% cold Sharp, short and deadly. |
![]() Daireraneg the Growthbile (3-3 power, 12 apr, nature damage) 3.0 T1 mindstar 1H weapon [Rare] Nature/Psionic Power 3.0 - 3.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit / acc Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: Stats +2 Cun dps ---------- Mind.crit +1% Crit.mult +7.00% Mind.pwr +2 (+1 eff.) Dmg.mod +3% nature Res.pen +5% nature ----- def ----- Defense +20 (+14 eff.) Resists +3% acid Stun/Frz- +10% ---------- misc 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. |
![]() Glyvena the mossy mindstar (4-5 power, 12 apr, nature damage) 3.0 T1 mindstar 1H weapon [Rare] Nature Power 4.5 - 5.0 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit / acc Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Mag dps ---------- Mind.crit +1% Mind.pwr +4 (+2 eff.) Apr +1 ---------- misc Light +1 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. |
![]() creative mossy mindstar of life (2-2 power, 12 apr, mind damage) 3.0 T1 mindstar 1H weapon [Ego] Nature/Psionic Power 2.0 - 2.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit / acc Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Cun dps ---------- Mind.crit +1% Crit.mult +9.00% Mind.pwr +2 (+1 eff.) ----- def ----- Max.HP +13.00 HP.reg +0.50 ---------- misc 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 T1 shot ammo [Rare] Master Power 14.0 - 16.8 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Apr +1 Crit +10.0% Capacity 12 Ranged+ +16 lightning +12 fire On Hit.r1 +12 fire On Crit.r2 +20 fire On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
![]() 7.0 T1 shield armor [Ego] Nature/Master While equipped: dps ---------- Melee+ 5 acid Melee Ret 3 acid ----- def ----- Armour +2 Fatigue +8% Resists +17% acid ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T1 shield armor [Ego] Nature While equipped: dps ---------- Melee+ 6 cold Melee Ret 4 ice ----- def ----- Armour +2 Fatigue +8% Resists +11% nature +12% blight ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 2.0 T1 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +10% cold ----- def ----- Resists +7% all +15% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T1 light armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +2 Defense +3 (+3 eff.) Fatigue +6% Resists +11% blight +5% physical +10% nature Phys.save +11 (+6 eff.) A suit of armour made of leather. |
![]() 14.0 T2 heavy armor [Random Unique] Master/Psionic While equipped: dps ---------- Dmg.mod +3% light ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% Resists +17% acid +12% cold +10% mind Spell.save +6 (+3 eff.) Mind.save +20 (+10 eff.) A suit of armour made of mail. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Wil dps ---------- Phys.pwr +3 (+1 eff.) Mind.pwr +5 (+2 eff.) Res.pen +10% cold ----- def ----- Resists +3% lightning Spell.save +6 (+3 eff.) Mind.save +9 (+5 eff.) ---------- misc Size +1 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +4 Str +4 Wil dps ---------- Mind.crit +1% ----- def ----- Resists +7% lightning +6% temporal +3% cold Stun/Frz- +20% A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego] Master While equipped: ----- def ----- Resists +6% fire +5% cold A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +1 Con dps ---------- Res.pen +10% blight +15% cold On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 0 ----- def ----- Defense +1 (+1 eff.) Crit.dmg- 5.00% Spell.save +6 (+3 eff.) Mind.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 T1 cloak armor [Rare] Arcane While equipped: Stats +1 Mag +3 Wil dps ---------- Dmg.mod +12% mind Melee Ret 4 lightning ----- def ----- Defense +1 (+1 eff.) ---------- misc Max.psi +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Ego] Master While equipped: Stats +2 Str +1 Con ----- def ----- Defense +1 (+1 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 T1 feet armor [Normal] While equipped: ----- def ----- Armour +1 A pair of boots made of leather. |
![]() 3.0 T1 feet armor [Rare] Master While equipped: dps ---------- Res.pen +5% cold Melee Ret 2 cold ----- def ----- Armour +4 Fatigue +2% Resists +6% lightning +9% fire ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T1 feet armor [Rare] Nature While equipped: Stats +1 Str +2 Dex +2 Mag ----- def ----- Armour +3 Fatigue +2% Resists +7% lightning +6% temporal +9% nature +3% light ---------- misc See.Invis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T1 feet armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +3 (+1 eff.) ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Flamewrought (0 def, 2 armour) 1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Flamespit: Level 3.0 Pwr.cost 7 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 29.61 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
![]() 1.5 T1 hands armor [Ego+] Disrupt While equipped: dps ---------- Phys.pwr +4 (+2 eff.) Acc +4 (+2 eff.) Apr +6 ----- def ----- Armour +1 Fatigue +1% Resists +6% blight Spell.save +9 (+4 eff.) Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T2 hands armor [Random Unique] Nature/Disrupt While equipped: dps ---------- Melee+ 6 nature 7 physical Dmg.mod +4% physical +11% nature +9% mind Res.pen +5% mind On Melee Ret: * 19 arcane resource burn ----- def ----- Armour +8 Fatigue +3% Resists +6% nature Spell.save +10 (+5 eff.) Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T1 head armor [Ego] Disrupt/Psionic While equipped: dps ---------- Dmg.mod +11% mind ----- def ----- Defense +1 (+1 eff.) Resists +6% blight +11% mind +6% nature A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +11% darkness ----- def ----- Defense +1 (+1 eff.) Resists +16% darkness Spell.save +5 (+2 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +3 Mag +3 Wil dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +11% fire ----- def ----- Defense +1 (+1 eff.) Resists +6% blight +16% fire ---------- misc See.Invis +9 A pointy cloth hat, very wizardly... |
![]() 3.0 T1 head armor [Rare] Disrupt While equipped: dps ---------- Dmg.mod +3% light ----- def ----- Armour +3 Fatigue +5% Resists +3% temporal +5% blight +9% fire +6% nature +5% arcane Max.HP +20.00 ---------- misc Light +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- On Hit (Melee): * 10% chance to reduce all saves and defense by 0 ----- def ----- Resists +15% acid +6% mind HP.reg +2.00 Pinning- +10% ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 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 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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 T1 wand charm [Ego] Arcane Fire a magical bolt dealing 163 lightning damage Puts all charms on 17 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Big One the Ogre Writhing One level 10
19th Haze 122nd year of Ascendancy at 14:52 see stats
By Big One the Ogre Writhing One level 5
79th Pyre 122nd year of Ascendancy at 15:53 see stats
Log
You give Birek the Skycast to Big One.
Worm that walks (servant of Big One) wears (replacing copper ring): titan's copper ring of lightning (+20%).
You give copper ring to Big One.
You give copper ring to Big One.
You give insulating rough leather belt to Big One.
Worm that walks (servant of Big One) deactivates Ruin.
Worm that walks (servant of Big One) deactivates Worm that Walks Link.
Worm that walks (servant of Big One) activates Worm that Walks Link.
Character control switched to Big One.
Big One wears (replacing Bill's Tree Trunk (30-51 power, 7 apr)): yew magestaff 'Layuldavea' (20-24 power, 4 apr, darkness element).
You give focusing linen robe (0 def, 0 armour) to worm that walks (servant of Big One).
You give Fulozor the iron battleaxe (12-17 power, 1 apr) to worm that walks (servant of Big One).
Character control switched to worm that walks (servant of Big One).
Worm that walks (servant of Big One) wears (replacing stormwoven woollen robe of frost (+6%) (0 def, 0 armour)): focusing linen robe (0 def, 0 armour).
Worm that walks (servant of Big One) can not wear (in main hand): Fulozor the iron battleaxe (12-17 power, 1 apr) (cannot use currently due to an other worn object).
Worm that walks (servant of Big One) wears: Fulozor the iron battleaxe (12-17 power, 1 apr).
Worm that walks (servant of Big One) wears (replacing focusing linen robe (0 def, 0 armour)): stormwoven woollen robe of frost (+6%) (0 def, 0 armour).
Worm that walks (servant of Big One) wears (replacing stormwoven woollen robe of frost (+6%) (0 def, 0 armour)): focusing linen robe (0 def, 0 armour).
Character control switched to Big One.