











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Weekly Adventurer 1.5.7Adds the Weekly Adventurer class, used in the Weekly Adventurer Challenge. Featuring talent trees generously submitted by the following authors: minmay== Harbinger == ( https://te4.org/games/addons/tome/harbinger ) Wild Gift / Blaze Wild Gift / Blizzard Wild Gift / Cyclone Wild Gift / Endurance Wild Gift / Rain Wild Gift / Supercell Wild Gift / Thunder == Zephyr == ( https://te4.org/games/addons/tome/zephyr-class ) Spell / Air Archery Spell / Storm Archery Spell / Swiftness Spell / Wild Magic nsrr== White Monk == ( https://te4.org/games/addons/tome/whitemonk ) Technique / Agile Combatant Technique / Black Belt Technique / Fending Technique / Martial Arts Technique / Mending Technique / Transcending Changelog1.0.2: 1.0.0: Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Forbidden Cults 1.5.9Official 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.
Embers of Rage 1.5.0Official 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 Dwarven Adventurer 1.1.3This addon adds Stone Warden's Talent Trees to adventurers who play the dwarven race. For this addon to function, the stone warden addon MUST be enabled. This means you must be logged in, and a donator, to use this addon. If you attempt to use it without Stone Warden addon enabled, it will not add the trees, and may create further bugs. Many thanks to DarkGod for allowing me to release this! Show your appreciation for his wonderful Stone Wardens by Donating. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Random Adventurer 1.5.5Adds the Random Adventurer class. Changelog1.0.0: |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Skeleton |
Class | Archer |
Level / Exp | 15 / 89% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 33 (base 20) |
Dexterity | 49 (base 39) |
Constitution | 15 (base 10) |
Magic | 23 (base 23) |
Willpower | 22 (base 10) |
Cunning | 16 (base 12) |
Resources
Life | 370/370 |
Stamina | 112/112 |
Healing Factor | 1.4405405405405 |
Regeneration | 2.665 |
Speed
Mental | -10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 6 |
See Stealth | 37.300317620788 |
See Invisible | 37.300317620788 |
Offense: Mainhand
Damage | 78 |
Accuracy | 59 |
Crit Chance | 16% |
APR | 8 |
Speed | 0.89 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 27 |
Crit Chance | 3% |
Speed | 1 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
Blight | +9% |
Physical | +15% |
Light | +21% |
All | +5% |
Offense: Damage Penetration
Light | +10% |
Defense: Base
Armour (hardiness) | 42.08934837382 (96.030927835052%) |
Defense | 22 |
Ranged Defense | 25 |
Fatigue | 41 |
Physical Save | 34 |
Spell Save | 29 |
Mental Save | 41 |
Defense: Resistances
Nature | + 31%( 70%) |
Acid | + 8%( 70%) |
Light | + 48%( 70%) |
Cold | + 30%( 70%) |
Blight | + 32%( 70%) |
Physical | + 3%( 70%) |
Mind | + 6%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Bleed Resistance | 100% |
Fear Resistance | 100% |
Instadeath Resistance | 100% |
Poison Resistance | 100% |
Disarm Resistance | 21% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 42.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 219 damage for 4 turns. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 59 with a minimum range of 15. Its effects scale with your Willpower stat. |
Class Talents
Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat techniques | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Archery training | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Reflexes | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 0.80 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Mobility | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Intuitive Shots |
talent | Chant of Fortress |
talent | Precise Strikes |
beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
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 sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Celestial / Chants (at mastery 0.80). | 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 Heightened Senses (+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 have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed snow giant kidney. * You've found the needed hummerhorn wing. | 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 have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +5 Fatigue +1% ---------- misc Infravis +1 A pair of boots made of leather. |
Quiver | ![]() 3.0 T3 shot ammo [Rare] Nature Power 31.0 - 37.2 Physical Uses 70% Dex, 50% Cun Mastery Master Marksman Acc+ +0.1% dam / acc Apr +3 Crit +5.0% Capacity 21 Ranged+ +8 light +14 fire On Hit.r1 +32 light On Crit.r2 +5 fire Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (72 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 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
On hands | ![]() 1.0 T1 hands armor [Rare] Psionic While equipped: Stats +1 Cun +3 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- Armour +1 Phys.save +5 (+3 eff.) Mind.save +6 (+2 eff.) Disarm- +21% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Phys.pwr +6 (+1 eff.) Spell.pwr +7 (+4 eff.) Mind.pwr +8 (+4 eff.) Dmg.mod +6% light +5% all Res.pen +10% light On Hit (Melee): * 30% chance to blind ----- def ----- Resists +12% light ---------- misc Light +1 Rings can have magical properties. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +7 (+4 eff.) Spell.save +6 (+3 eff.) Mind.save +8 (+2 eff.) HP.reg +1.60 Stun/Frz- +20% Rings can have magical properties. |
Around neck | ![]() 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... |
In main hand | ![]() 4.0 T3 sling 1H weapon [Rare] Master Mastery Master Marksman Acc+ +0.1% dam / acc Atk.spd 125% Range +8 On Hit.r1 +4 mind On Crit.r2 +2 physical On Hit: * 40% chance to cause random gloom While equipped: Stats +2 Str dps ---------- Crit.mult +10.00% Phys.pwr +8 (+2 eff.) ----- def ----- Max.HP +20.00 Slings are used to hurl stones or metal shots at your foes. |
Around waist | ![]() 1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
In off hand | ![]() 7.0 T2 shield armor [Ego] Nature While equipped: ----- def ----- Armour +2 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Fatigue +8% Resists +11% nature +12% blight ---------- misc Talents +2 Block Handheld deflection devices. |
Cloak | ![]() 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+3 eff.) Mind.pwr +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Main armor | ![]() 17.0 T3 massive armor Reqs Str 35 [Random Unique] Nature/Psionic While equipped: Stats +3 Cun +5 Wil ----- def ----- Armour +14 Defense +5 (+2 eff.) Fatigue +24% Resists +8% acid +10% cold +6% mind +6% light Crit.dmg- 5.00% Spell.save +6 (+3 eff.) Mind.save +24 (+8 eff.) ---------- misc Breathe water A suit of armour made of metal plates. |
Inventory
![]() 0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +2 Wil ----- def ----- Fatigue -5% HP.reg +1.00 Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Normal] Amulets can have magical properties. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.30 Amulets can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +11% cold Acc +4 (+1 eff.) ----- def ----- Resists +22% cold Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+3 eff.) Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Normal] Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Rings can have magical properties. |
![]() 4.0 T1 longbow 2H weapon [Unique] Master Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 133% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+3 eff.) Steady Shot: Level 2.6 Pwr.cost 8 out of 8/8. Range 8 Travel.spd instantaneous Description: Fire a steady shot, doing 158% damage with a 25% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
![]() 4.0 T2 longbow 2H weapon [Ego] Master Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +7 While equipped: Stats +3 Str dps ---------- Phys.pwr +9 (+2 eff.) Longbows are used to shoot arrows at your foes. |
![]() 5.0 T2 staff 2H weapon [Normal] Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) Dmg.mod +15% acid ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T1 waraxe 1H weapon [Rare] Master Power 11.0 - 15.4 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +2 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Con dps ---------- Phys.pwr +6 (+1 eff.) Res.pen +5% mind +6% physical ----- def ----- Resists +9% acid +6% temporal Phys.save +30 (+12 eff.) Poison- +15% Silence- +15% Disarm- +12% One-handed war axes. |
![]() 3.0 T2 waraxe 1H weapon [Ego] Master Power 16.5 - 23.1 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% One-handed war axes. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Dmg.mod +9% fire Res.pen +15% fire ----- def ----- Defense +1 (+0 eff.) Resists +6% mind +3% fire 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] Nature While equipped: ----- def ----- Defense +10 (+5 eff.) Rng.Def +9 (+4 eff.) Resists +15% cold Max.HP +31.00 Pinning- +10% Stun/Frz- +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 1.0 T1 hands armor [Rare] Nature While equipped: Stats +4 Str dps ---------- Melee+ 6 physical Dmg.mod +4% physical Res.pen +20% fire ----- def ----- Armour +7 ---------- misc Light +1 See.Invis +12 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime These gloves are coated with a thick, green liquid. |
![]() 1.0 T1 hands armor [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +4% arcane ----- def ----- Armour +1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light +10% lightning ----- def ----- Resists +10% light +10% lightning Call Lightning: Level 1.0 Pwr.cost 20 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 29.84 to 89.52 lightning damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. |
![]() 2.0 T1 head armor [Normal] While equipped: ----- def ----- Defense +1 (+0 eff.) A pointy cloth hat, very wizardly... |
![]() 3.0 T1 head armor [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +10% light +12% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
![]() 14.0 T1 heavy armor [Rare] Master While equipped: dps ---------- Res.pen +25% darkness +5% fire Melee Ret 16 darkness On Hit (Melee): * 15% chance to inflict 15% damage reduction ----- def ----- Armour +11 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
![]() 14.0 T2 heavy armor [Normal] While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +14% A suit of armour made of mail. |
![]() 9.0 T2 light armor [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% A suit of armour made of leather. |
![]() 3.0 T2 arrow ammo [Ego+] Arcane/Psionic Power 20.0 - 28.0 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit / acc Apr +7 Crit +1.5% Capacity 23 Ranged+ +9 darkness +11 light Against +9% Living +8% Undead Arrows are used with bows to pierce your foes to death. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
![]() 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 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 wand charm [Rare] Arcane While equipped: Stats +1 Str +3 Mag +1 Cun dps ---------- Dmg.mod +12% lightning Res.pen +10% lightning ----- def ----- Resists +6% lightning ---------- misc Telepathy Humanoid/Orc Fire a bolt of a random element with (base) damage 46 to 91 Puts all charms on 10 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 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 +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 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 Baristir the Skeleton Archer level 10
4th Flare 122nd year of Ascendancy at 17:41 see stats
By Baristir the Skeleton Archer level 13
34th Dusk 122nd year of Ascendancy at 08:34 see stats
By Baristir the Skeleton Archer level 9
3rd Summertide 122nd year of Ascendancy at 21:01 see stats
By Baristir the Skeleton Archer level 12
16th Dusk 122nd year of Ascendancy at 11:16 see stats
By Baristir the Skeleton Archer level 15
64th Dusk 122nd year of Ascendancy at 21:42 see stats
Log
Baristir shoots!
Baristir's Shoot hits Assassin for 131 physical damage.
Baristir's Shoot killed Assassin!
You pickup 0.70 gold pieces.
You pickup 0.50 gold pieces.
Talent Fragmentation Shot is ready to use.
You pickup 0.75 gold pieces.
You pickup 0.60 gold pieces.
Talent Steady Shot is ready to use.
You pickup 0.70 gold pieces.
You pickup 0.70 gold pieces.
You pickup 2.80 gold pieces.
Baristir picks up (F.): topaz.
You pickup 0.65 gold pieces.
Baristir picks up (M.): amethyst.
Resting starts...
Rested for 17 turns (stop reason: all resources and life at maximum).
Baristir deactivates Intuitive Shots.
Baristir deactivates Precise Strikes.
Baristir deactivates Chant of Fortress.