Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.5 |
Addons | 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: Adept Passive Fix 1.7.0Request from Zeyphor on the Discord. Fixes the Adept bug by forcibly recalculating all your talent passives when you learn it. Improved Combat Text v2 Custom Edit 1.7.5This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. 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: 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.
Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Tier-1 Short Circuit Option 1.7.0Adds a new game option "Short-circuit some early dungeons" to enable or disable the new b43 behavior of skipping the player directly to the bottom of tier-1 dungeons if you're strong enough. The option will appear under Game Options in the <Esc> menu. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Shalore |
Class | Corruptor |
Level / Exp | 17 / 44% |
Size | medium |
Lifes / Deaths | Killed by Silawyn the sick dire wolf at level 17 on the 60th Dusk 122nd year of Ascendancy at 04:50 / 1 |
Primary Stats
Strength | 13 (base 12) |
Dexterity | 15 (base 10) |
Constitution | 12 (base 12) |
Magic | 52 (base 44) |
Willpower | 23 (base 17) |
Cunning | 27 (base 25) |
Resources
Life | -43/504 |
Vim | 67/191 |
Healing Factor | 1.1191526171258 |
Regeneration | 2.6300086502456 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
See Invisible | 7 |
Offense: Mainhand
Damage | 24 |
Accuracy | 26 |
Crit Chance | 17% |
APR | 7 |
Speed | 1.00 |
Offense: Spell
Spellpower | 46 |
Crit Chance | 17% |
Speed | 1 |
Offense: Mind
Mindpower | 25 |
Crit Chance | 15% |
Speed | 1 |
Offense: Damage Bonus
Acid | +31% |
Blight | +19% |
Arcane | +9% |
Cold | +10% |
All | 0% |
Lightning | +10% |
Darkness | +30% |
Fire | +19% |
Nature | +3% |
Offense: Damage Penetration
Nature | +20% |
Mind | +5% |
Fire | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 15 (30%) |
Defense | 4 |
Ranged Defense | 4 |
Fatigue | 0 |
Physical Save | 8 |
Spell Save | 24 |
Mental Save | 17 |
Defense: Resistances
Acid | + 17%( 70%) |
Blight | + 16%( 70%) |
Arcane | + 19%( 70%) |
Cold | + 34%( 70%) |
All | + 9%( 70%) |
Lightning | + 34%( 70%) |
Light | + 14%( 70%) |
Mind | + 32%( 70%) |
Darkness | + 16%( 70%) |
Fire | + 12%( 70%) |
Nature | + 12%( 70%) |
Defense: Immunities
Pinning Resistance | 20% |
Bleed Resistance | 10% |
Confusion Resistance | 46% |
Stun Resistance | 10% |
Disarm Resistance | 42% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 97 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 43 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 Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 439% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
Corruption / Blood | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Plague | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Vim | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Blight | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Corruption / Bone | 1.45 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Corruption / Sanguisuge | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Shalore | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Corruption / Curses | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Corruption / Torment | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Hexes | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | 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 |
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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed bear paw. | 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 within5 lumberjacks have died. | done |
Equipment
On feet | Ce'Nina the pair of rough leather boots (0 def, 1 armour) Ce'Nina the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: defense ------ Armor +1 Resistance +3% blight +9% cold +3% acid Spell save +3 (+2 eff.) Unlife -20.00 life Disarm Resist +20% other ------- Stamina/turn +0.30 Max stamina +13.00 A pair of boots made of leather. |
Light source | Blinddash Blinddash2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Damage +6% darkness On-Hit (Melee): * 10% chance to slow global speed by 43% defense ------ Resistance +6% lightning +3% darkness +6% light Life +40.00 Stun Resist +10% other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour)2.0 Encumbrance T1 head armor [Unique] Nature While equipped: offense ------ Damage +10% lightning +10% cold defense ------ Resistance +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Effective talent level: 1.0 Power cost 15 out of 30/30. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 28.61 to 85.84 lightning damage (57.22 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Tool | Bogstake [power 122] (2/15 cooldown) Bogstake [power 122] (2/15 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: offense ------ Ignore resists +5% mind +5% nature On-Hit (Melee): * 20% chance to slow global speed by 43% * 20% chance to reduce all saves and defense by 17 defense ------ Resistance +6% lightning Create a radius 3 storm for 5 turns. Each turn, creatures within take 26 lightning damage and will be dazed for 1 turn (134 total damage) Puts all charms on 15 turn cooldown 100% to gain a 13% chance to evade weapon attacks 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 | warrior's copper ring of power warrior's copper ring of power0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str offense ------ Physical Power +5 (+3 eff.) Spellpower +6 (+2 eff.) Mindpower +5 (+3 eff.) defense ------ Armor +6 Rings make your fingers look great! |
On fingers | marksman's copper ring of tenacity marksman's copper ring of tenacity0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex offense ------ Accuracy +4 (+2 eff.) defense ------ Life +21.00 Disarm Resist +22% Pinning Resist +20% Knockbk Resist +20% Rings make your fingers look great! |
Around waist | Urthidudor the Arcveil Urthidudor the Arcveil1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Damage +12% acid defense ------ Resistance +6% lightning +9% cold +6% acid Life +34.00 A belt that goes around your waist. |
In main hand | Undeathpunish (118% power, 3 apr, blight element) Undeathpunish (118% power, 3 apr, blight element)5.0 Encumbrance T2 staff 2H weapon [Random Unique] Arcane Weapon Damage 119% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Critical power +15.00% Spellpower +17 (+6 eff.) On-Hit 17 fire Damage +19% acid +19% darkness +19% blight +19% fire +3% nature defense ------ Resistance +3% nature +3% fire other ------- See Invisibility +7 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | hardened leather gloves 'Glorikira' (0 def, 8 armour) =oop 5= hardened leather gloves 'Glorikira' (0 def, 8 armour) =oop 5=1.0 Encumbrance T2 hands armor [Random Unique] Arcane While equipped: Stats +3 Wil +6 Mag offense ------ Spellpower +4 (+1 eff.) On-Hit 5 darkness 6 arcane Damage +9% arcane +5% darkness defense ------ Armor +8 Resistance +5% darkness +11% arcane Cut Resist +10% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Unarmed combat: Weapon Damage 115% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +13 arcane On-crit, radius 2 +5 arcane On Hit: 20% Moonlight Ray level 3 On Hit: 10% Manathrust level 3 On Hit: * 6% chance to reduce damage dealt by 15% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | woollen robe of life (0 def, 0 armour) woollen robe of life (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego+] Nature While equipped: defense ------ Resistance +5% blight +9% all Life +40.00 Life Regen +2.10 Healmod +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | murderer's linen cloak of the hunter (1 def, 0 armour) murderer's linen cloak of the hunter (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego++] Nature/Master While equipped: Stats +1 Cun +2 Dex offense ------ Accuracy +19 (+10 eff.) Ignore Armor +4 defense ------ Defense +1 (+1 eff.) Fatigue -4% Life +48.00 other ------- Max stamina +12.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Lavaraze Lavaraze0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: offense ------ Ignore resists +15% nature +10% fire defense ------ Resistance +25% mind Confus Resist +46% other ------- Masteries +0.15 Corruption/Bone Amulets make your neck look great! |
Inventory
healing infusion of the warrior (heal 69; cd 12) healing infusion of the warrior (heal 69; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 69 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 632%; cd 12) movement infusion of the wizard (speed 632%; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 632% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
acid wave rune of the psychic (damage 106; dur 4; cd 16) acid wave rune of the psychic (damage 106; dur 4; cd 16)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 105.59 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the psychic (range 3; phase 17; cd 11) blink rune of the psychic (range 3; phase 17; cd 11)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 3 Cooldown: 11 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 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 17%, your defense is increased by 17 and all your resistances by 17%. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Feathersteel Amulet Feathersteel Amulet0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+15 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
grounding copper amulet of strength (+3) grounding copper amulet of strength (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str defense ------ Resistance +10% lightning Stun Resist +21% Amulets make your neck look great! |
starlit copper amulet of cunning (+3) starlit copper amulet of cunning (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun defense ------ Resistance +11% light +11% darkness Blind Resist +21% Amulets make your neck look great! |
Naturewrest the copper ring Naturewrest the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +11% lightning +9% nature +6% light Ignore resists +5% nature +5% acid defense ------ Resistance +22% lightning +6% nature +3% acid Rings make your fingers look great! |
copper ring copper ring0.1 Encumbrance T1 ring jewelry [Normal] Rings make your fingers look great! |
copper ring of tenacity copper ring of tenacity0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Life +21.00 Disarm Resist +20% Pinning Resist +20% Knockbk Resist +22% Rings make your fingers look great! |
titan's copper ring titan's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Physical save +6 (+6 eff.) Rings make your fingers look great! |
titan's copper ring of frost (+20%) titan's copper ring of frost (+20%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con offense ------ Damage +10% cold defense ------ Resistance +20% cold Physical save +6 (+6 eff.) Rings make your fingers look great! |
warrior's copper ring of arcana (+0.12/turn) warrior's copper ring of arcana (+0.12/turn)0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str defense ------ Armor +6 Silence Resist +20% other ------- Mana/turn +0.12 Rings make your fingers look great! |
enhanced steel dagger (104% power, 6 apr) enhanced steel dagger (104% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 16 [Ego+] Nature Weapon Damage 105% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +4 Str +4 Dex +4 Mag +3 Wil +4 Cun +3 Con Sharp, short and deadly. |
Arilramina (127% power, 1 apr) Arilramina (127% power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Rare] Master Weapon Damage 127% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% While equipped: defense ------ Armor +2 Resistance +6% acid +9% cold +9% temporal Life +60.00 Massive two-handed swords. |
Samagodil the Glacierjeer Samagodil the Glacierjeer4.0 Encumbrance T1 longbow 2H weapon Reqs Shoot [Rare] Nature Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +6 While equipped: Stats +9 Con +9 Wil offense ------ Damage +3% cold When Hit 2 cold defense ------ Resistance +6% light Life +47.00 Healmod +20% Blind Resist +10% Longbows are used to shoot arrows at your foes. |
Nighttooth the mossy mindstar (72% power, 12 apr, nature damage) Nighttooth the mossy mindstar (72% power, 12 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 72% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% On-crit, radius 2 +4 darkness While equipped: Stats +2 Cun offense ------ Mind Crit +1% Critical power +7.00% Mindpower +2 (+1 eff.) Damage +3% mind +6% cold Ignore resists +10% darkness +15% mind other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
grounding rough leather belt of the vagrant grounding rough leather belt of the vagrant1.0 Encumbrance T1 belt armor [Ego+] Nature While equipped: Stats +2 Con offense ------ Mindpower +4 (+2 eff.) defense ------ Resistance +6% lightning +6% temporal Mind save +5 (+4 eff.) A belt that goes around your waist. |
rough leather belt 'Sepsisedge' rough leather belt 'Sepsisedge'1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Mindpower +25 (+13 eff.) Ignore resists +5% nature defense ------ Resistance +3% light Mind save +6 (+4 eff.) Life Regen +0.70 Healmod +10% A belt that goes around your waist. |
Flameknight the linen cloak (1 def, 0 armour) =oop 15= Flameknight the linen cloak (1 def, 0 armour) =oop 15=2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +2 Dex offense ------ Ignore resists +5% fire +10% cold When Hit 6 temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Defense +1 (+1 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of iron boots 'Ivirakira' (0 def, 3 armour) pair of iron boots 'Ivirakira' (0 def, 3 armour)3.0 Encumbrance T1 feet armor Reqs - Heavy armour training [Rare] Arcane While equipped: offense ------ Spellpower/crit +10 Move Speed +25% Damage +3% arcane +9% temporal Ignore resists +5% blight defense ------ Armor +3 Fatigue +2% other ------- Max vim +20.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Branoduthad' (0 def, 3 armour) pair of rough leather boots 'Branoduthad' (0 def, 3 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +5 Con offense ------ Physical Power +20 (+11 eff.) defense ------ Armor +3 Fatigue -4% Resistance +6% lightning Physical save +5 (+5 eff.) Spell save +3 (+2 eff.) other ------- Encumbrance +22 A pair of boots made of leather. |
iron gauntlets 'Undeathward' (0 def, 5 armour) =oop 1= iron gauntlets 'Undeathward' (0 def, 5 armour) =oop 1=1.5 Encumbrance T1 hands armor Reqs - Heavy armour training [Rare] Nature While equipped: offense ------ On-Hit 6 fire Damage +9% nature +4% fire Ignore resists +5% mind defense ------ Armor +5 Fatigue +1% Resistance +5% fire Life +20.00 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Unarmed combat: Weapon Damage 95% Range: 1.0x-1.4x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% On-crit, radius 2 +6 fire On Hit: 10% Fire Breath level 1 Metal gloves protecting the hands up to the middle of the lower arm. |
Lightningparry (1 def, 0 armour) Lightningparry (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: Stats +5 Dex offense ------ Spell Crit +2% Spellpower +2 (+1 eff.) Ignore resists +5% lightning defense ------ Defense +1 (+1 eff.) Resistance +3% lightning other ------- Mana/turn +0.10 A pointy cloth hat, very wizardly... |
Nerylaith (0 def, 3 armour) Nerylaith (0 def, 3 armour)3.0 Encumbrance T1 head armor Reqs - Heavy armour training [Rare] Disrupt While equipped: Stats +5 Cun offense ------ Mind Crit +2% Critical power +5.00% defense ------ Armor +3 Fatigue +5% Resistance +6% blight +3% temporal +11% nature A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
grounding rough leather cap of strength (+2) (0 def, 1 armour) grounding rough leather cap of strength (+2) (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Nature/Master While equipped: Stats +2 Str defense ------ Armor +1 Fatigue +1% Resistance +5% lightning +5% temporal A cap made of leather. |
iron helm 'Floewill' (0 def, 3 armour) iron helm 'Floewill' (0 def, 3 armour)3.0 Encumbrance T1 head armor Reqs - Heavy armour training [Rare] Master While equipped: Stats +2 Cun +6 Con offense ------ Damage +6% cold On-Hit (Melee): * 10% chance to reduce all saves and defense by 17 defense ------ Armor +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
agate agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
140 alchemist agate 140 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
iron pickaxe of Reknor (dig speed 19 turns) iron pickaxe of Reknor (dig speed 19 turns)3.0 Encumbrance T1 digger tool [Ego+] Master While equipped: Stats +1 Str defense ------ Resistance +5% darkness +5% fire While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
spinel spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Hellsbender Hellsbender2.0 Encumbrance T1 lite [Rare] Master While equipped: offense ------ Damage +3% fire Ignore resists +15% fire Ignore Armor +2 other ------- Light +9 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. |
Planar Beacon Planar Beacon1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.0 Power cost 25 out of 25/25. Range 5 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 120.35 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 120.35 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Veluda the Glareripper Veluda the Glareripper2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +4 Cun offense ------ Damage +3% light defense ------ Crit Resistance 15.00% Mind save +6 (+4 eff.) other ------- Light +6 See Stealth +5 See Invisibility +8 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. |
brass lantern of clarity brass lantern of clarity2.0 Encumbrance T1 lite [Ego] Psionic While equipped: defense ------ Mind save +6 (+4 eff.) other ------- Light +3 See Stealth +7 See Invisibility +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. |
survivor's brass lantern of health survivor's brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Physical save +6 (+6 eff.) Life +44.00 Healmod +12% other ------- Light +3 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. |
Eye of the Dreaming One Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+3 eff.) defense ------ Mind save +10 (+6 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 6 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 20% 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. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 Encumbrance 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. |
Transmogrification Chest Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Nimbusmortal the iron torque of psionic shield [power 25] (2/25 cooldown) Nimbusmortal the iron torque of psionic shield [power 25] (2/25 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: Stats +1 Str +1 Dex +1 Wil +4 Cun offense ------ Damage +3% lightning Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 25 turn cooldown 100% to increase the duration of 1 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
focusing iron torque of mindblast [power 100] (2/15 cooldown) focusing iron torque of mindblast [power 100] (2/15 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 100 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
iron torque of gale force [power 100] (2/15 cooldown) iron torque of gale force [power 100] (2/15 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 100 physical damage Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
Cyrubrema [power 122] (2/15 cooldown) Cyrubrema [power 122] (2/15 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: Stats +1 Str +2 Wil +10 Con offense ------ Ignore resists +5% temporal Sting an enemy dealing 126 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to gain a 13% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
elm totem of healing [power 110] (2/15 cooldown) elm totem of healing [power 110] (2/15 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
Emuma [power 160] (2/15 cooldown) Emuma [power 160] (2/15 cooldown)2.0 Encumbrance T2 wand charm [Random Unique] Arcane While equipped: Stats +3 Dex +2 Cun +1 Con defense ------ Crit Resistance 10.00% other ------- Wards +3 acid +2 blight +3 arcane +3 lightning Talents +1 Ward Fire a magical bolt dealing 176 lightning damage Puts all charms on 15 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to increase all damage by 13% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elm wand of shielding [power 116] (2/20 cooldown) elm wand of shielding [power 116] (2/20 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
piercing elm wand of clairvoyance [power 9] (2/15 cooldown) piercing elm wand of clairvoyance [power 9] (2/15 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 9, power 64 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 turn cooldown 100% to increase all damage penetration 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. |
3 ametrine 3 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon 2 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Joachim Guenter the Shalore Corruptor level 12
4th Dusk 122nd year of Ascendancy at 18:39 see stats
By Joachim Guenter the Shalore Corruptor level 10
1st Flare 122nd year of Ascendancy at 10:31 see stats
By Joachim Guenter the Shalore Corruptor level 11
3rd Flare 122nd year of Ascendancy at 07:25 see stats
By Joachim Guenter the Shalore Corruptor level 11
4th Flare 122nd year of Ascendancy at 19:01 see stats
By Joachim Guenter the Shalore Corruptor level 17
50th Dusk 122nd year of Ascendancy at 19:42 see stats
Log
Curse of Death from Joachim Guenter's Inner Demon hits Joachim Guenter for 15 darkness damage.
Decrepitude Disease from Joachim Guenter's Inner Demon hits Joachim Guenter for 12 blight damage.
Joachim Guenter's Blood Grasp hits Silawyn the sick dire wolf for 65 blight damage.
Joachim Guenter receives 15 healing from Joachim Guenter's Blood Grasp.
Weakness Disease from Joachim Guenter hits Silawyn the sick dire wolf for 26 blight damage.
Silawyn the sick dire wolf rushes out!
Silawyn the sick dire wolf performs a melee critical strike against Joachim Guenter!
Joachim Guenter is dazed!
Silawyn the sick dire wolf hits Joachim Guenter for 40 physical, 12 fire, 12 physical (64 total damage).
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Joachim Guenter casts Grace of the Eternals.
Joachim Guenter speeds up.
Joachim Guenter casts Blood Spray.
Joachim Guenter is not dazed anymore.
Something hits Joachim Guenter for 17 fire damage.
Joachim Guenter hits Silawyn the sick dire wolf for 45 blight damage.
Curse of Death from Joachim Guenter's Inner Demon hits Joachim Guenter for 15 darkness damage.
Decrepitude Disease from Joachim Guenter's Inner Demon hits Joachim Guenter for 12 blight damage.
Joachim Guenter hits Silawyn the sick dire wolf for 18 lightning damage.
Silawyn the sick dire wolf's Beyond the Flesh hits Joachim Guenter for 42 physical, 6 darkness, 12 physical (60 total damage).
Weakness Disease from Joachim Guenter hits Silawyn the sick dire wolf for 26 blight damage.
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Joachim Guenter casts Soul Rot.
Something hits Joachim Guenter for 17 fire damage.
Silawyn the sick dire wolf uses Telekinetic Smash.
Joachim Guenter is stunned!
Silawyn the sick dire wolf hits Joachim Guenter for 39 physical, 12 physical, 54 physical (104 total damage).
Joachim Guenter the level 17 shalore corruptor was cleaved to death by Silawyn the sick dire wolf on level 3 of Heart of the Gloom.