
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Automated Portable Extractor (APE) Tweak 1.7.4Tweak to make the APE also generate Fortress Energy, for using tinkers in the main Maj'Eyal campain. Also lets Adventurers start with an APE and equipment for tinker classes, even if you haven't unlocked that achievement the normal way. Note: this does not auto-extract gems with Stone Alchemy. Talent Point Planner 1.7.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Better Item Description 1.7.4This 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 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:
Items Vault 1.7.0Donators/Buyers bonus! 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 | Drem |
Class | Writhing One |
Level / Exp | 19 / 99% |
Size | medium |
Lifes / Deaths | Killed by Nerymira the black jelly at level 19 on the 9th Wealth 122nd year of Ascendancy at 12:11 / 1 |
Primary Stats
Strength | 21 (base 13) |
Dexterity | 14 (base 10) |
Constitution | 23 (base 20) |
Magic | 56 (base 47) |
Willpower | 20 (base 10) |
Cunning | 31 (base 26) |
Resources
Life | -1/610 |
Mana | 0/258 |
Insanity | 5/100 |
Healing Factor | 1.2099022211821 |
Regeneration | 2.7222799976597 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +22.60995032651% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Offense: Mainhand
Damage | 47 |
Accuracy | 41 |
Crit Chance | 22% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 57 |
Crit Chance | 17% |
Speed | 1 |
Offense: Mind
Mindpower | 28 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Nature | +5% |
Lightning | +11% |
Light | +15% |
Temporal | +6% |
Blight | +9% |
Physical | +3% |
Darkness | +29% |
All | 0% |
Offense: Damage Penetration
Nature | +30% |
Defense: Base
Armour (hardiness) | 25 (35.65183292883%) |
Defense | 38 |
Ranged Defense | 38 |
Fatigue | 0 |
Physical Save | 29 |
Spell Save | 24 |
Mental Save | 31 |
Defense: Resistances
Blight | + 13%( 70%) |
Physical | + 6%( 70%) |
Cold | + 12%( 70%) |
All | + 3%( 70%) |
Lightning | + 41%( 70%) |
Light | + 41%( 70%) |
Temporal | + 24%( 70%) |
Mind | + 16%( 70%) |
Fire | + 12%( 70%) |
Nature | + 9%( 70%) |
Defense: Immunities
Stun Resistance | 52% |
Bleed Resistance | 20% |
Confusion Resistance | 50% |
Silence Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
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: HeroismUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -348 life. The duration and life will increase by 1% for every 1% life you have lost (currently 697 life, 10 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. |
Class Talents
Demented / Friend of the worm | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Demented / Horrific body | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Demented / Controlled horrors | 1.30 |
| 1/5 |
| 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 |
| 2/5 |
| 1/5 |
| 2/5 |
Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Staff combat | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 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 |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Lacerating Strikes (+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. * 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 named Urkis. The mages of Angolwen are ready to teleport you there. | 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 precision. He has given you some notes on the ingredients: * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed warg claw. | 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 within3 lumberjacks have died. | done |
Equipment
On feet | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun +2 Con dps ---------- On Hit (Melee): * 10% chance to slow global speed by 45% * 20 arcane resource burn ----- def ----- Armour +3 Fatigue +2% Resists +3% mind +3% fire Phys.save +11 (+6 eff.) Spell.save +3 (+2 eff.) Mind.save +11 (+5 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() 3.0 T2 arrow ammo Reqs Dex 18 [Unique] Nature Power 117% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
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.(69 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- On Hit (Melee): * 10% chance to slow global speed by 45% ----- def ----- Armour +4 Defense +25 (+9 eff.) Fatigue +4% Resists +15% temporal Phys.save +13 (+7 eff.) Confus- +10% Stun/Frz- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 T1 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+2 eff.) Resists +9% cold +6% fire HP.reg +2.00 Cut- +20% ---------- misc Equi/ret +0.08 Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +3 Dex +4 Mag +5 Wil dps ---------- Spell.pwr +6 (+2 eff.) Dmg.mod +11% lightning Acc +6 (+2 eff.) Melee Ret 2 lightning 2 temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +28% lightning Def/telep +10 Res/telep +10% Dur/telep +10% Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In main hand | ![]() 5.0 T3 staff 1H weapon [Ego++] Arcane/Master Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +6% Phys.pwr +5 (+2 eff.) Spell.pwr +22 (+6 eff.) S.pwr/crit +5 Dmg.mod +20% darkness Acc +5 (+2 eff.) ----- def ----- Resists +10% blight ---------- misc Talents +1 Command Staff Conjure elemental energy in a radius 6 cone, dealing 46.88 to 56.25 darkness damage Puts all charms on 8 cooldown Staves designed for wielders of magic, by the greats of the art. It was hardened by the digestive sack. |
On hands | ![]() 1.0 T2 hands armor [Random Unique] Arcane/Nature While equipped: dps ---------- Melee+ 5 temporal 5 light 6 nature Ranged+ 8 temporal Dmg.mod +6% temporal +5% light +5% nature Res.pen +10% nature On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +2 Resists +7% temporal +6% light +6% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 9.0 T2 light armor [Ego+] Arcane While equipped: Stats +5 Str +3 Mag +3 Wil dps ---------- Phys.crit +6.0% Spell.crit +4% Mind.crit +5% Phys.pwr +11 (+4 eff.) Spell.pwr +12 (+4 eff.) Mind.pwr +11 (+6 eff.) ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +11% lightning A suit of armour made of leather. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Res.pen +20% nature ----- def ----- Defense +1 (+0 eff.) Resists +3% light Mind.save +6 (+3 eff.) Max.HP +40.00 Silence- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +3% physical ----- def ----- Armour +8 Resists +10% mind +3% physical Confus- +20% ---------- misc Light +2 Amulets make your neck look great! |
Inventory
![]() 0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 342 damage for 5 turns. 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. |
![]() 0.1 T2 amulet jewelry [Random Unique] Nature/Disrupt/Master While equipped: Stats +4 Dex +4 Cun +4 Con dps ---------- Mov.spd +10% Res.pen +10% light ----- def ----- Fatigue -6% Resists +10% temporal +9% light +12% blight +10% nature +3% mind HP.reg +2.00 Poison- +20% Disease- +23% Pinning- +23% Knockbk- +20% ---------- misc Stam/turn +0.60 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% fire +3% cold Res.pen +20% cold ----- def ----- Resists +16% mind +21% lightning Confus- +29% Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex ----- def ----- Resists +10% temporal Pinning- +22% Knockbk- +22% Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Spell.crit +1% S.pwr/crit +2 Dmg.mod +3% light +11% cold ----- def ----- Resists +5% arcane +22% cold ---------- misc Mana/turn +0.12 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% acid ----- def ----- Resists +22% acid Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +11% cold Acc +6 (+2 eff.) ----- def ----- Resists +22% cold Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +10% acid ----- def ----- Resists +20% acid Mind.save +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Psionic While equipped: dps ---------- Dmg.mod +12% mind +11% darkness ----- def ----- Resists +13% acid +6% light +22% darkness +12% cold +6% blight +13% fire +12% mind +10% lightning Confus- +10% Knockbk- +10% Rings make your fingers look great! |
![]() 3.0 T3 battleaxe 2H weapon Reqs Str 24 [Ego] Arcane Power 139% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +13 cold Massive two-handed battleaxes. |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego+] Arcane/Nature Power 122% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 160 damage over 5 turns and reducing armor and accuracy by 20 While equipped: Stats +7 Con +10 Wil ----- def ----- Max.HP +13.00 Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego+] Master/Psionic Power 107% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +5 darkness Against +6% Living On Crit: * Wound the target dealing 170 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +6 (+2 eff.) Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego++] Arcane/Master Power 121% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +7 blight On Hit: 20% Epidemic 3 On Hit: * 10% chance to reduce strength, dexterity, and constitution by 27 On Crit: * Wound the target dealing 170 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +7 (+2 eff.) ----- def ----- Disease- +13% Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Disrupt Power 122% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * 6% chance to slow global speed by 45% Sharp, short and deadly. |
![]() 3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego] Disrupt/Master Power 147% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Against +7% Unnatural While equipped: Stats +2 Wil dps ---------- Acc +9 (+3 eff.) ----- def ----- Defense +10 (+4 eff.) Disarm- +35% Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego+] Psionic Power 144% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Massive two-handed swords. |
![]() 4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Ranged+ +12 fire While equipped: Stats +3 Str dps ---------- Phys.pwr +11 (+4 eff.) Dmg.mod +12% fire Longbows are used to shoot arrows at your foes. |
![]() 3.0 T1 mindstar 1H weapon [Unique] Nature Power 92% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 135.93 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
![]() 3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature Power 99% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +8 (+4 eff.) ---------- 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. |
![]() 4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Ego+] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 On Crit.r2 +23 acid +18 nature While equipped: dps ---------- Res.pen +12% acid +14% nature Apr +7 Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 T2 waraxe 1H weapon [Random Unique] Arcane/Master/Psionic Power 107% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +10.0% Atk.spd 100% On Hit.r1 +10 fire On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +1 Str +3 Dex dps ---------- Phys.pwr +15 (+5 eff.) Phys.spd +10% Acc +9 (+3 eff.) ----- def ----- Defense +15 (+5 eff.) One-handed war axes. |
![]() 1.0 T3 belt armor [Rare] Psionic While equipped: Stats +2 Str dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Phys.save +5 (+3 eff.) Max.HP +80.00 Knockbk- +20% Teleport- +10% ---------- misc Max.stam +30.00 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego+] Arcane/Master While equipped: ----- def ----- Defense +10 (+4 eff.) Resists +5% blight Stealth +6 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% cold Res.pen +10% light ----- def ----- Resists +6% fire +6% darkness +6% cold ---------- misc Light +1 A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Dex +5 Wil +2 Cun ----- def ----- Armour +4 Defense +2 (+1 eff.) Resists +3% light +6% temporal Max.HP +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +3 (+1 eff.) Dmg.mod +9% light On Hit (Melee): * 20 arcane resource burn ----- def ----- Defense +2 (+1 eff.) Fatigue -4% Resists +15% acid +6% fire Spell.save +18 (+9 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 [Cosmetic Item] Arcane/Master While equipped: ----- def ----- Defense +5 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +5 (+3 eff.) Mind.save +6 (+3 eff.) A stylish kruk-style cloak, to look awesome. |
![]() 2.0 T3 cloak armor [Ego] Master While equipped: Stats +1 Cun +2 Dex ----- def ----- Armour +8 Defense +2 (+1 eff.) Resists +13% cold 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 cloth armor [Cosmetic Item] Arcane While equipped: dps ---------- Dmg.mod +6% acid +5% physical +6% fire +6% cold ----- def ----- Resists +11% acid +10% physical +11% fire +11% cold +7% all ---------- misc Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Normal] While equipped: ----- def ----- Resists +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.crit +7% Spell.pwr +15 (+5 eff.) ----- def ----- Resists +11% all ---------- misc Mana/turn +0.15 Max.mana +71.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego+] Nature/Psionic While equipped: Stats +6 Mag +5 Wil ----- def ----- Resists +5% blight +11% all Max.HP +47.00 HP.reg +1.70 Heal.mod +13% ---------- misc Mana/turn +0.15 Psi/turn +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Wil +3 Cun +3 Con ----- def ----- Armour +16 Fatigue +3% Phys.save +28 (+13 eff.) Mind.save +14 (+7 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Light +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +6 Lck +4 Dex dps ---------- Dmg.mod +3% lightning Res.pen +5% lightning +5% acid Melee Ret 4 lightning ----- def ----- Armour +1 Resists +3% nature +9% lightning Stealth +5 A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: ----- def ----- Armour +1 Resists +3% mind +6% cold Max.HP +60.00 ---------- misc Stam/turn +0.30 Max.stam +10.00 A pair of boots made of leather. |
![]() 1.0 T2 hands armor [Ego] Arcane/Master While equipped: Stats +2 Dex dps ---------- Melee+ 6 blight Dmg.mod +3% blight Acc +12 (+4 eff.) ----- def ----- Armour +2 Resists +7% blight 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. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+2 eff.) Melee+ 7 mind 5 nature Dmg.mod +6% mind +3% nature ----- def ----- Armour +2 Fatigue +3% Resists +7% mind +5% nature Die.at -40.00 life 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. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego] Arcane While equipped: dps ---------- Melee+ 5 darkness Dmg.mod +5% darkness ----- def ----- Armour +2 Fatigue +3% Resists +9% darkness 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 T1 head armor [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Acc +5 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +5% fire +12% cold Max.HP +20.00 Knockbk- +20% ---------- misc Max.stam +10.00 A cap made of leather. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +6% darkness Res.pen +15% darkness +5% mind ----- def ----- Armour +3 Fatigue +5% Resists +6% darkness Phys.save +11 (+6 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T3 head armor [Ego+] Master While equipped: Stats +4 Str +3 Con dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Dex dps ---------- Crit.mult +5.00% Dmg.mod +11% lightning ----- def ----- Defense +1 (+0 eff.) Resists +16% lightning +2% physical ---------- misc Max.stam +30.00 A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +1 Str +7 Dex dps ---------- Phys.crit +1.0% ----- def ----- Armour +3 Fatigue +1% Resists +3% nature +2% physical ---------- misc Infravis +1 A cap made of leather. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Arcane/Nature/Master While equipped: Stats +3 Str +3 Con dps ---------- Dmg.mod +6% arcane ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +16% temporal +6% light +5% arcane Max.HP +46.00 HP.reg +3.30 ---------- misc Stam/turn +0.90 Light +2 A suit of armour made of mail. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego+] Psionic While equipped: Stats +4 Cun +5 Wil ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Mind.save +13 (+6 eff.) A suit of armour made of mail. |
![]() 9.0 T3 light armor [Ego+] Nature While equipped: Stats +1 Wil ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +14% blight +12% darkness ---------- misc Light +1 A suit of armour made of leather. |
![]() 9.0 T3 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +20% cold HP.reg +3.20 ---------- misc Stam/turn +0.80 A suit of armour made of leather. |
![]() 3.0 T3 arrow ammo Reqs Dex 24 [Ego] Nature Power 142% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 17 Proj.spd +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 121 physical damage Arrows are used with bows to pierce your foes to death. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Cun +1 Str dps ---------- Acc +3 (+1 eff.) ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 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. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% cold Res.pen +15% mind ----- def ----- Resists +3% mind Mind.save +5 (+2 eff.) ---------- misc Light +4 See.Stealth +7 See.Invis +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 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +6% lightning Res.pen +10% arcane Melee Ret 2 lightning ----- def ----- Resists +6% acid +9% lightning ---------- misc 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 2.0 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 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 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 182 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold 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. |
Achievements
By Melena the Drem Writhing One level 10
2nd Acquisition 122nd year of Ascendancy at 00:51 see stats
By Melena the Drem Writhing One level 10
2nd Acquisition 122nd year of Ascendancy at 00:50 see stats
By Melena the Drem Writhing One level 12
8th Profit 122nd year of Ascendancy at 21:11 see stats
By Melena the Drem Writhing One level 10
7th Profit 122nd year of Ascendancy at 08:17 see stats
By Melena the Drem Writhing One level 9
22nd Voratun 122nd year of Ascendancy at 18:21 see stats
By Melena the Drem Writhing One level 13
11st Profit 122nd year of Ascendancy at 00:49 see stats
By Melena the Drem Writhing One level 19
8th Wealth 122nd year of Ascendancy at 19:21 see stats
Log
The saw embedded in Melena flies back its source.
The saw drags Melena towards Nerymira the black jelly!
Melena is no longer surging arcane power.
Melena has finished recovering.
Talent Lash Out is ready to use.
Talent Rune: Shielding is ready to use.
Nerymira the black jelly hits Melena for 171 acid damage.
Melena casts Rune: Shielding.
A shield forms around Melena.
Melena casts Shed Skin.
The shield around Melena crumbles.
A shield forms around Melena.
Melena activates Constrict.
This target can not be moved!
Nerymira the black jelly is constricted by a tentacle.
Melena's tentacle fails to move Nerymira the black jelly!
Melee retaliation hits Melena for 0 acid damage.
Tentacle Constriction from Melena hits Nerymira the black jelly for (59 blocked), 34 darkness, (22 blocked), 0 light, (5 blocked), 0 temporal, 0 arcane, (6 blocked), 0 nature, (7 blocked), 0 light (34 total damage).
Nerymira the black jelly uses Punishment.
Nerymira the black jelly unleashes a punishing strike for 150% bonus damage!
Your shield crumbles under the damage!
The shield around Melena crumbles.
Melena starts to bleed.
Nerymira the black jelly starts to bleed black blood.
Nerymira the black jelly performs a melee critical strike against Melena!
Melee retaliation hits Nerymira the black jelly for 2 lightning, 2 temporal, 2 lightning, 2 temporal (7 total damage).
Nerymira the black jelly hits Melena for (229 absorbed), 70 acid, 0 physical, 6 acid (76 total damage).
Melena the level 19 drem writhing one was corroded to death by Nerymira the black jelly on level 4 of Sandworm lair.
Nerymira the black jelly is free from the tentacle constriction.