







Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Playable Naloren Race 1.6.7Adds two races, one class, a new town, and a new low level dungeon. Completing a quest to explore the new dungeon unlocks purchasable perks in the town. This quest is the starting quest for the added races, but anyone can access an alternate version of the quest with the same rewards. Look toward the coast east of Last Hope to get started. Available perks (cost varies): Gain the ability to invest in Heavy Armour Training and equip mail(heavy) armor by meeting the requirement with the highest of Constitution and Dexterity (or Strength, as usual). Gain bonus attack and movement speeds and a chance to evade incoming damage while wearing mail(heavy) armor. These values scale with Dex and Con, respectively. Learn (locked or unlocked) a new Psionic/Mindstar combat talent tree. Similar to Wild-Gift/Mindstar mastery, this tree also has a Psiblades sustain. Once learned, you can also pay to boost mastery (as with Mindstar mastery from Zigur). --- Psionic/Mindstar combat: Psiblades: Mind Thorns: Mind Storm: Psionic Balance: --- Races: The Naloren are elven race with an affinity for water who are adept with mail armor, whips and tridents. They are also known for their bountiful spirit and superb flexibility. Spirit of the Tides: Spirited Combat: Cleansing Water: Whitewater: Stats: + 4 Con, +4 Dex, -1 Cun, -1 Str, -1 Mag, +10 life rating, 10% increased global speed, 15% xp penalty. The Freeks are a tribe of Yeeks who broke free from The Way. They are still strong psionics, but their minds have been irreparably shattered. Talents: Unbound Mind: Partition: Hasty: Schism: Stats: --- Added a new Psionic subclass: the Psion. Talents: Survival Psi-Casting Telekinetic Crush: Deal physical damage and stun. Active Aura damage is added to the attack at 3 times the usual power. Stimulation: Increase Con based on combined Wil and Cun. Guiding Star: Puncture: Psionic Striking Kinetic Blast: Deal physical damage and pin. Frozen targets take extra damage and both hits bypass the ice block. Thermal Blast: Deal fire damage and cold damage and freeze. If target is pinned, pull in nearby enemies and freeze them to the ground for a few turns. Charged Blast: Psi Weaving: Altered Talents Quick as Thought: Mindhook: Resonant Focus: Frenzied Focus: Transcendent Telekinesis: Transcendent Electrokinesis: Static Net: Transcendent Pyrokinesis: --- Full details in the forum: http://forums.te4.org/viewtopic.php?f=50&t=45418&p=208951#p208951. Auto-Transmo Gems 1.1.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Race: Banshee 1.6.0Adds Banshees as a new type of undead that harrow enemies with their sorrowful voices. Silence and confuse enemies. Banshees begin in a small starting zone of their own. Banshees are unlocked if you have unlocked any other undead. No Ruined Dungeon Puzzle 1.6.0Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. Inferno Race Pack 1.4.0Adds a collection of my races. Ashes of Urh'Rok 1.6.7Official 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:
Lumberjack on the Map 1.3.0Places the Cursed Village event on the map as a lumberjack NPC rather than an undetectable encounter. A companion piece to Melinda on the Map and Merchant on the Map; they can be used together or separately. Chaotic Race 1.2.2Adds the chaotic human subrace, which get a random talent on every levelup. Also has the following option under Gameplay: Extra Chaotic: This affects who gets random talents on levelup: Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch Race: Mummy 1.6.0Adds Mummies as a new type of undead that cripple their enemies and overcome any obstacle. Embalming increases Strength and Willpower Mummies begin in their own starter zone, a low-level dungeon reminiscent of both the Blighted Scar and the Elven Ruins. Mummies are initially locked, and unlock by defeating the Mummy Lord Plenum Tooltip Custom Edit 1.6.0Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: Vor'tep 1.6.7Adds the Vor'tep as a new Giant sub-race, a breed of altered trolls. Get it right here or on the Steam Workshop. Vor'tep have a life rating of 13 and an experience penalty of 15% and start with +3STR, +3WIL, +3CON,+3MAG, -2DEX, and -2CUN. Vor'tep posses the strength and will to wield any one-handed weapon in their offhand innately. Vor'tep have the following racial talents: Trollkin Fortitude Trollblood Blood Rush Internal Inscription Talent icons from game-icons.net. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: TK Mindstars Are Weapons 1.5.0Modifies Beyond the Flesh and related talents so that telekinetically wielded mindstars are treated as weapons, attacking adjacent foes rather then pulling them in from afar. (One minor exception: the Kinetic Aura, Thermal Aura and Charged Aura talents still follow their original behaviour with mindstars, doing damage to adjacent enemies once per turn rather than extra damage per weapon hit; modifying this behavior was deemed too difficult. We Apologize for the Inconvenience.™) Forbidden Cults 1.6.7Official 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.
Animist 1.6.0Adds the Animist class, a wielder of the elemental spirits. Embers of Rage 1.6.7Official 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:
Sholtar 1.5.5Sholtar have no racial talents of their own; instead, the four slots can be used to learn talents from defeated enemies (of a high enough rank). In this manner, the Sholtar can improve nearly any class by adding abilities from other calsses, or even talents that are normally exclusive to NPCs. --- The Sholtar were once a great nation, with many vasts cities in the southeastern regions of Maj'Eyal. In spite of the harsh, dry terrain they inhabitied, or perhaps because of it, they were a people of great ingenuity and adaptability. The Cataclysm which tore the world apart centuries ago swept nearly all of the Sholtar lands into the murky depths, and all but erased their people from the face of Eyal. While very few survived, those who did fought for survival with all of the wit and grit that was their birthright. An already adaptable people grew to become even more adaptable through neccessity, and it has become their greatest strength. Sholtar are able to learn abilities by carefully studying others, and, regardless of their class, they can always improve by incorporating the talents of others into thier skill set. Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Better Item Description 1.6.6This 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 nsrr's Exotic Weapons 1.4.8Adds more Whips and Tridents to the game. Formerly, this was part of my Naloren Race add-on. Tridents are unchanged, aside from rarity. Credits: I borrowed the whip graphic from grayswandir's Weapon Pack add-on, and bits of code for adding exotics to shops and the rand art merchant from HousePet's Midnight add-on. Race: Wight 1.6.0Adds Wights as a playable type of undead. Part of Recaiden's Undead Race Pack Blast enemies with elemental power. Wights begin in a tiny starting zone of their own. Wights are unlocked by completing the ancient battleground event. There are other wight addons: But they weren't quite what I was looking for. Please report any problems or comments in the forum thread below. |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Sholtar |
Class | Animist |
Level / Exp | 16 / 90% |
Size | medium |
Lifes / Deaths | Killed by broken golem at level 3 on the 76th Pyre 122nd year of Ascendancy at 22:46 3 / 2Killed by Norgos, the Guardian at level 12 on the 8th Dusk 122nd year of Ascendancy at 13:54 |
Primary Stats
Strength | 34 (base 25) |
Dexterity | 8 (base 10) |
Constitution | 31 (base 20) |
Magic | 45 (base 40) |
Willpower | 16 (base 12) |
Cunning | 29 (base 10) |
Resources
Mana | 220/220 |
Psi | 92/96 |
Life | 194/403 |
Stamina | 171/171 |
Ether | 92/110 |
Healing Factor | 1.3567164179105 |
Regeneration | 35.136864325463 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 5 |
See Stealth | 26.003878189685 |
See Invisible | 26.003878189685 |
Offense: Mainhand
Damage | 39 |
Accuracy | 48 |
Crit Chance | 7% |
APR | 4 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 32 |
Crit Chance | 7% |
Speed | 1 |
Offense: Mind
Mindpower | 22 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +9% |
Light | +10% |
Physical | +9% |
Mind | +21% |
All | 0% |
Offense: Damage Penetration
Lightning | +10% |
Defense: Base
Armour (hardiness) | 38.5 (51.636363636364%) |
Defense | 19 |
Ranged Defense | 28 |
Fatigue | 20 |
Physical Save | 23 |
Spell Save | 20 |
Mental Save | 26 |
Defense: Resistances
Lightning | + 15%( 70%) |
Acid | + 28%( 70%) |
Light | + 30%( 70%) |
Cold | + 5%( 70%) |
Mind | + 15%( 70%) |
Physical | + 9%( 70%) |
Fire | + 6%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Silence Resistance | 20% |
Confusion Resistance | 26% |
Disarm Resistance | 41% |
Instadeath Resistance | 100% |
Knockback Resistance | 25% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 65 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. Its effects scale with your Magic stat. |
Class Talents
Spirits / Lux and umbra | 1.00 |
| 0/1 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spirits / Sylph | 1.00 |
| 1/1 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spirits / Salamander | 1.00 |
| 1/1 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Spirits / Undine | 1.00 |
| 1/1 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spirits / Gnome | 1.00 |
| 1/1 |
| 2/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Sholtar | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spirits / Animist's arts | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Spirits / Pure ether | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Effects
talent | Stance of Crushing Earth |
talent | Wit |
talent | Ether Barrier |
talent | Kinetic Aura |
talent | Beyond the Flesh |
beneficial effect | The target has 24 increased life regeneration. Recovery |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | Gnome is enhancing your ability to apply counterstrikes. You can apply 1 more per block, and they last for 1 more turns and hits. Your blocks are 15% stronger. Gnome's Blessing |
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 injured seer to the recall portal on level 4 of Dreadfell. Escort: injured seer (level 4 of Dreadfell)As a reward you improved talent Vision (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Dreadfell. Escort: lost defiler (level 1 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Scintillating Caves. Escort: lost defiler (level 3 of Scintillating Caves)As a reward you improved Cunning by +5. | done |
Escort the lost tinker to the recall portal on level 6 of Dreadfell. Escort: lost tinker (level 6 of Dreadfell) | active |
You successfully escorted the repented thief to the recall portal on level 2 of Scintillating Caves. Escort: repented thief (level 2 of Scintillating Caves)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 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. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Equipment
Psionic focus | ![]() 5.0 T2 greatmaul 1H weapon [Ego+] Master Power 31.5 - 47.3 Physical Uses 72% Wil Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% While equipped: Stats +3 Str dps ---------- Dmg.mod +9% physical Acc +12 (+4 eff.) Massive two-handed mauls. |
On hands | ![]() 1.0 T1 hands armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% mind Acc +5 (+1 eff.) ----- def ----- Armour +1 Resists +3% mind Phys.save +5 (+3 eff.) Mind.save +6 (+3 eff.) Disarm- +21% ---------- misc Light +3 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. |
Light source | ![]() 1.0 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.(62 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 2.0 T1 head armor [Ego+] Psionic While equipped: Stats +3 Cun +2 Wil dps ---------- Mind.pwr +3 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
On feet | ![]() 3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +0.40 Max.stam +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | ![]() 2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+2 eff.) Silence- +20% ---------- misc Mana/turn +0.12 Rings can have magical properties. |
On fingers | ![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Str +8 Con dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +12% mind +9% lightning Res.pen +10% lightning ----- def ----- Armour +4 Resists +12% mind Mind.save +7 (+3 eff.) Confus- +26% Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Around neck | ![]() 0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: Stats +4 Con ----- def ----- Fatigue -5% HP.reg +2.00 Amulets can have magical properties. |
In main hand | Gnome's Maul (26.05-36.47 power, 4 apr) Gnome's Maul (26.05-36.47 power, 4 apr)0.0 T3 mace 1H weapon [Unique] Arcane/Nature Power 26.0 - 36.5 Physical Uses 51% Wil, 15% Mag, 0% Cun Mastery Elemental Arsenal Apr +4 Crit +1.7% Atk.spd 100% Melee+ +8 nature +22% confusion Dmg.conv 50% acid While equipped: ----- def ----- Knockbk- +25% This emerald mace seems to thrum with the power of the earth. |
Around waist | ![]() 1.0 T3 belt armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +5 Resists +6% fire +5% cold Create a temporary shield that absorbs 170 damage Puts all charms on 30 cooldown A belt that goes around your waist. |
In off hand | Gnome's Greenstone (18 def, 12 armour, 30-36 power, 100 block) Gnome's Greenstone (18 def, 12 armour, 30-36 power, 100 block)0.0 T3 shield armor [Unique] Arcane/Nature When used to Attack: Power 30.0 - 36.0 Physical Uses 51% Wil, 15% Mag, 0% Cun Mastery Elemental Arsenal Acc+ +2.5% proc dam (max 250%) Crit +2.2% Block +100 Dmg.conv 50% acid On Hit.r1 +13 fire While equipped: dps ---------- Melee+ 5 fire Melee Ret 10 acid 10 physical 10 fire ----- def ----- Armour +12 Hardiness +8% Defense +18 (+9 eff.) Rng.Def +18 (+9 eff.) Fatigue +10% Resists +18% acid +9% physical This emerald shield seems as solid as the most ancient rock. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Con dps ---------- On Hit (Melee): * 10% chance to slow global speed by 41% ----- def ----- Defense +1 (+1 eff.) Heal.mod +10% Disarm- +20% 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 T2 heavy armor [Ego] Master While equipped: ----- def ----- Armour +11 Defense +2 (+1 eff.) Fatigue +12% Resists +15% lightning A suit of armour made of mail. |
Inventory
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 acid, 3 physical, 5 blight, 3 lightning, 4 temporal Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 11 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 14%, your defense is increased by 14 and all your resistances by 14%. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd 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 65 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. 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 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 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 185 damage for 3 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 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +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 T2 amulet jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% HP.reg +1.00 ---------- misc Masteries +0.10 Spirits/Advanced animism Amulets can have magical properties. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil ----- def ----- Resists +10% light +10% darkness Blind- +20% Amulets can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Fatigue -5% Resists +22% lightning ---------- misc Max.enc +21 Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +11% darkness ----- def ----- Resists +22% darkness Mind.save +4 (+2 eff.) Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Resists +20% fire Mind.save +4 (+2 eff.) Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+3 eff.) Mind.pwr +5 (+3 eff.) ----- def ----- Spell.save +4 (+2 eff.) Rings can have magical properties. |
![]() 5.0 T2 greatmaul 2H weapon [Ego] Arcane Power 29.5 - 44.3 Physical Uses 72% Wil Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +11 Crit +1.0% Atk.spd 100% Phasing +17% Melee+ +10 cold Massive two-handed mauls. |
![]() 3.0 T1 greatsword 2H weapon [Rare] Master Power 14.5 - 23.2 Physical Uses 72% Wil Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% On Hit: * 10% chance to reduce damage dealt by 13% While equipped: dps ---------- Res.pen +10% lightning +7% physical Acc +9 (+3 eff.) Apr +7 ----- def ----- Resists +9% lightning Massive two-handed swords. |
![]() 3.0 T1 greatsword 2H weapon [Ego] Master Power 25.0 - 40.0 Physical Uses 72% Wil Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
![]() 1.0 T1 belt armor [Rare] Psionic While equipped: Stats +2 Wil +1 Mag dps ---------- Mind.pwr +3 (+2 eff.) Dmg.mod +12% darkness Res.pen +5% darkness ----- def ----- Phys.save +6 (+3 eff.) A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego] Nature/Master While equipped: ----- def ----- Defense +8 (+4 eff.) Stealth +5 HP.reg +0.80 Heal.mod +13% A belt that goes around your waist. |
![]() 2.0 T1 feet armor [Ego] Nature/Master While equipped: ----- def ----- Armour +1 Resists +5% lightning +6% temporal ---------- misc Stam/turn +0.30 Max.stam +11.00 A pair of boots made of leather. |
![]() 1.5 T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+2 eff.) Melee+ 6 cold Dmg.mod +4% cold ----- def ----- Armour +1 Fatigue +1% Resists +5% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 3.0 T1 head armor [Ego] Nature/Master While equipped: Stats +3 Dex ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 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 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. |
![]() 0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Achievements
By Faldi the Sholtar Animist level 12
1st Dusk 122nd year of Ascendancy at 12:25 see stats
By Faldi the Sholtar Animist level 10
9th Mirth 122nd year of Ascendancy at 12:46 see stats
By Faldi the Sholtar Animist level 10
2nd Flare 122nd year of Ascendancy at 06:31 see stats
By Faldi the Sholtar Animist level 10
3rd Summertide 122nd year of Ascendancy at 19:03 see stats
Log
Luminous horror receives 142 healing.
Luminous horror's light area effect hits Faldi for (11 absorbed), 0 light (0 total damage).
Luminous horror is not dazed anymore.
Luminous horror casts Barrier.
A shield forms around luminous horror.
Bleeding from Faldi hits Luminous horror for 8 physical damage.
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Faldi's Beyond the Flesh hits Ghoul for 16 light damage.
Faldi's Beyond the Flesh hits Skeleton warrior for 52 physical, 5 fire, 16 light, 7 physical (81 total damage).
Your shield crumbles under the damage!
The shield around Faldi crumbles.
Luminous horror's light area effect hits Faldi for (5 to barrier), (5 absorbed), 13 light (13 total damage).
Luminous horror casts Searing Light.
Luminous horror hits Faldi for 53 light damage.
Faldi is recovering from the damage!
Luminous horror speeds up.
Melee retaliation hits Skeleton warrior for 34 acid, 12 physical, 11 fire (57 total damage).
Melee retaliation hits Ghoul for 34 acid, 12 physical, 11 fire (57 total damage).
Bleeding from Faldi hits Luminous horror for (8 absorbed), 0 physical (0 total damage).
Skeleton warrior hits Faldi for 57 physical, 7 cold (64 total damage).
Ghoul hits Faldi for 11 physical damage.
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Faldi deactivates Kinetic Aura.
Faldi has finished recovering.
Faldi deactivates Ether Barrier.
Faldi deactivates Beyond the Flesh.
Faldi deactivates Wit.
Faldi deactivates Stance of Crushing Earth.