Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/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. ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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: 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:
Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Wardens Call Fix 1.7.0Changes Temporal Warden's - Warden's Call talent to solve memory issues Warden's Call now do not create a new actor (paradox clone) on each trigger, The conditions for triggering are the same as for the paradox clones, - do warden swap I hope this solves the issues and making the game with Temporal Wardens more enjoyable. :) Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Accurate Weapon Damage 1.7.0Makes the stats displayed when viewing a weapon's name more accurately reflect the damage it would deal if you were to wield it. Should not have any major compatibility issues with other addons. 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. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Shalore |
Class | Archmage (Technomancer) |
Level / Exp | 25 / 93% |
Size | medium |
Lifes / Deaths | Killed by Elythra the black mamba at level 25 on the 12nd Haze 122nd year of Ascendancy at 05:24 / 1 |
Primary Stats
Strength | 8 (base 10) |
Dexterity | 15 (base 10) |
Constitution | 19 (base 10) |
Magic | 62 (base 53) |
Willpower | 62 (base 53) |
Cunning | 26 (base 11) |
Resources
Life | -134/534 |
Mana | 233/528 |
Paradox | 400 |
Steam | 37/100 |
Healing Factor | 1.1791723257555 |
Regeneration | 6.3085719427922 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -6.6613381477509E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 7 |
See Invisible | 7 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 27 |
Accuracy | 16 |
Crit Chance | 14% |
APR | 11 |
Speed | 1.00 |
Offense: Spell
Spellpower | 58 |
Crit Chance | 19% |
Speed | 1 |
Offense: Mind
Mindpower | 40 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +26% |
Light | +19% |
Darkness | +12% |
Nature | +13% |
Physical | +23% |
Cold | +22% |
All | +6% |
Offense: Damage Penetration
Blight | +5% |
Arcane | +5% |
Mind | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 39 (35.65183292883%) |
Defense | 26 |
Ranged Defense | 26 |
Fatigue | 0 |
Physical Save | 23 |
Spell Save | 36 |
Mental Save | 25 |
Defense: Resistances
Lightning | + 42%( 70%) |
Darkness | + 17%( 70%) |
Temporal | + 14%( 70%) |
Blight | + 14%( 70%) |
Cold | + 40%( 70%) |
Mind | + 12%( 70%) |
All | + 9%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 10% |
Bleed Resistance | 20% |
Confusion Resistance | 10% |
Knockback Resistance | 20% |
Stun Resistance | 83% |
Poison Resistance | 28% |
Blind Resistance | 20% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 287 damage for 4 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 61 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 Cunning stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 892% for 10 turns (55 total) and instantly restoring 45 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 830% 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 Willpower stat. |
Class Talents
Spell / Meta | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Spell / Occult technomancy | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Spell / Air | 1.30 |
| 4/5 |
| 2/5 |
| 4/5 |
| 0/5 |
Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 2/5 |
Steamtech / Physics | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
Quests
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 failed to protect the injured seer from death by multi-hued drake hatchling. Escort: injured seer (level 1 of Old Forest) | failed |
You failed to protect the lost warrior from death by Ivyldara the dredgling. Escort: lost warrior (level 1 of Daikara) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved talent Precognition (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved talent Precognition (+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 have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | 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. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed skeleton mage skull. | 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
On feet | pair of rough leather boots 'Anagafang' (0 def, 3 armour) pair of rough leather boots 'Anagafang' (0 def, 3 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Spell.pwr +20 (+6 eff.) Res.pen +5% blight ----- def ----- Armour +3 Spell.save +9 (+4 eff.) ---------- misc Mana/s.crit +1.00 Infravis +2 A pair of boots made of leather. |
Light source | brass lantern 'Xiwen' brass lantern 'Xiwen'2.0 T1 lite [Rare] Nature While equipped: Stats +4 Dex dps ---------- Res.pen +5% mind ----- def ----- Crit.chn- 5.00% Max.HP +44.00 ---------- misc Light +6 Infravis +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 | Amodig (2 def, 0 armour) Amodig (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +16% cold ----- def ----- Defense +2 (+1 eff.) Resists +24% cold +3% darkness +3% temporal Max.HP +100.00 Blind- +20% Silence- +10% Confus- +10% Knockbk- +20% A pointy cloth hat, very wizardly... |
Tool | Gibeth the elm wand of shielding [power 110] (20 cooldown) Gibeth the elm wand of shielding [power 110] (20 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Spell.crit +4% Crit.mult +10.00% Res.pen +5% arcane ---------- misc Vim/s.crit +1.00 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 penetration by 10% 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 | gold quartz ring gold quartz ring0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +4 Mag dps ---------- Melee+ 17 light Ranged+ 21 light Dmg.mod +13% light ----- def ----- Stun/Frz- +30% Rings make your fingers look great! |
On fingers | gold garnet ring gold garnet ring0.1 T3 ring jewelry [Ego+] Psionic While equipped: Stats +6 Cun +6 Wil dps ---------- Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Mind.pwr +8 (+3 eff.) Dmg.mod +6% all Rings make your fingers look great! |
Around waist | hardened leather belt 'Ulfadil' hardened leather belt 'Ulfadil' 1.0 T3 belt armor [Rare] Nature While equipped: Stats +6 Con dps ---------- Dmg.mod +12% physical ----- def ----- Armour +2 Defense +4 (+2 eff.) Proj.slow +10% Die.at -40.00 life Max.HP +46.00 ---------- misc Stam/turn +1.00 Max.stam +20.00 A belt that goes around your waist. |
In main hand | infernal yew magestaff of channeling (27.1 damage (121% power), 1.2x range, 4 apr, lightning element) infernal yew magestaff of channeling (27.1 damage (121% power), 1.2x range, 4 apr, lightning element)5.0 T3 staff 2H weapon [Ego++] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Crit.mult +21.00% Spell.pwr +25 (+7 eff.) Melee+ 20 fire Dmg.mod +20% lightning ---------- misc Mana/turn +0.12 See.Invis +7 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
On hands | Cyrona the hardened leather gloves (0 def, 9 armour) Cyrona the hardened leather gloves (0 def, 9 armour)1.0 T2 hands armor [Random Unique] Nature/Psionic While equipped: Stats +2 Cun dps ---------- Melee+ 7 physical Dmg.mod +5% physical Acc +7 (+3 eff.) ----- def ----- Armour +9 Resists +6% darkness +3% mind Die.at -20.00 life HP.reg +3.00 Cut- +20% ---------- misc Stam/turn +0.50 Max.stam +10.00 Infravis +2 Unarmed combat: Power 114% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +4 Apr +3 Crit +9.0% Atk.spd 100% Melee+ +4 darkness On Hit.r1 +7 physical On Crit.r2 +7 physical On Hit: 10% Nightmare 3 On Hit: 10% Sand Breath 3 On Crit: 10% Dominate 3 Track: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 14 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | woollen robe 'Blackking' (2 def, 3 armour) woollen robe 'Blackking' (2 def, 3 armour) 2.0 T2 cloth armor [Random Unique] Nature/Master While equipped: Stats +3 Mag +3 Cun +3 Con dps ---------- Dmg.mod +7% nature +6% darkness ----- def ----- Armour +3 Defense +2 (+1 eff.) Resists +6% blight +9% all Phys.save +17 (+8 eff.) Max.HP +46.00 HP.reg +2.10 Heal.mod +10% Poison- +28% Disease- +21% ---------- misc Light +2 Talents +2 Arcane Dynamo A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | Xadhetha (6 def, 22 armour) Xadhetha (6 def, 22 armour) 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Phys.pwr +10 (+6 eff.) ----- def ----- Armour +22 Defense +6 (+3 eff.) Resists +24% lightning +10% cold +3% temporal Stun/Frz- +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | grounding copper amulet of cunning (+3) grounding copper amulet of cunning (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +12% lightning Stun/Frz- +23% Amulets make your neck look great! |
Inventory
steam generator implant (steam 11) steam generator implant (steam 11)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 10.6 steam per turn. Can be activated for an instant burst of 53 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
2 schematic: Winterchill Edge 2 schematic: Winterchill Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Emelalle Emelalle0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 26 ----- def ----- Resists +14% mind +15% blight Die.at -40.00 life Confus- +25% Stun/Frz- +10% Def/telep +15 Res/telep +15% Dur/telep +15% Amulets make your neck look great! |
cleansing steel amulet of dexterity (+2) =2 dex= cleansing steel amulet of dexterity (+2) =2 dex=0.1 T2 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +2 Dex ----- def ----- Resists +12% nature +10% blight Poison- +24% Disease- +25% Amulets make your neck look great! |
Eclipseblur the copper ring =23 stun= Eclipseblur the copper ring =23 stun=0.1 T1 ring jewelry [Rare] Master While equipped: Stats +6 Wil dps ---------- Res.pen +5% fire ----- def ----- Resists +6% darkness HP.reg +1.00 Stun/Frz- +23% Rings make your fingers look great! |
Xeromikira the iron longsword (8.7 damage (102% power), 1.4x range, 2 apr) Xeromikira the iron longsword (8.7 damage (102% power), 1.4x range, 2 apr)3.0 T1 longsword 1H weapon Reqs Str 11 [Rare] Disrupt Power 102% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% On Crit: * Deals 69 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) While equipped: Stats +3 Cun +4 Wil ----- def ----- Armour +2 Resists +9% blight +1% physical +3% light Mind.save +9 (+4 eff.) ---------- misc Equi/ret +0.04 Sharp, long, and deadly. |
Emerelle the Nightzephyr (9.6 damage (113% power), 1.4x range, 3 apr) Emerelle the Nightzephyr (9.6 damage (113% power), 1.4x range, 3 apr)3.0 T2 waraxe 1H weapon Reqs Str 16 [Rare] Psionic Power 113% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +2 Str +3 Mag +4 Cun +3 Con dps ---------- Dmg.mod +9% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 21% ----- def ----- Resists +12% cold One-handed war axes. |
Dagekor the Morbustorrent (19.1 damage (101% power), 1.5x range, 0 apr) Dagekor the Morbustorrent (19.1 damage (101% power), 1.5x range, 0 apr)3.0 T1 steamsaw 1H weapon Reqs Str 11 [Rare] Psionic/Steamtech Power 101% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Metaphasic Spin Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +14 On Hit.r1 +8 cold On Crit.r2 +8 fire Uses 1.0 Steam While equipped: dps ---------- Dmg.mod +12% nature Res.pen +10% nature +15% cold Melee Ret 4 nature ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% Resists +12% mind +12% cold ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Hedir (22.8 damage (120% power), 1.5x range, 0 apr) Hedir (22.8 damage (120% power), 1.5x range, 0 apr)3.0 T3 steamsaw 1H weapon Reqs Str 24 [Rare] Arcane/Steamtech Power 120% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Metaphasic Spin Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +48 Melee+ +10 light Against +9% Undead Uses 1.0 Steam While equipped: Stats +5 Str +4 Mag +2 Wil +5 Cun +2 Con ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% Crit.chn- 10.00% ---------- misc Infravis +2 Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Emelybremira (0 def, 0 armour) Emelybremira (0 def, 0 armour)2.0 T2 cloth armor [Rare] Psionic While equipped: Stats +4 Cun dps ---------- Crit.mult +28.00% Res.pen +20% mind Acc +10 (+5 eff.) Melee Ret 6 physical ----- def ----- Resists +9% all ---------- misc Hate/m.crit +3.00 Psi/m.crit +2.00 Max.stam +10.00 Max.psi +30.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen cloak 'Brenarerak' (1 def, 0 armour) =3 light= linen cloak 'Brenarerak' (1 def, 0 armour) =3 light=2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Wil dps ---------- Dmg.mod +15% acid ----- def ----- Defense +1 (+1 eff.) Crit.chn- 15.00% Max.HP +34.00 ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Budil the pair of iron boots (0 def, 5 armour) Budil the pair of iron boots (0 def, 5 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Str ----- def ----- Armour +5 Fatigue +2% Resists +6% blight +3% lightning Die.at -40.00 life Disarm- +20% ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
cinder rough leather gloves of strength (+3) (0 def, 1 armour) =3 str= cinder rough leather gloves of strength (+3) (0 def, 1 armour) =3 str=1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+4 eff.) Melee+ 5 fire Dmg.mod +3% fire ----- def ----- Armour +1 Resists +6% fire Unarmed combat: Power 104% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Crit.r2 +6 fire On Hit: 10% Fire Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Zerofang the Willowcast (1 def, 0 armour) =3 light= Zerofang the Willowcast (1 def, 0 armour) =3 light=2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% physical Res.pen +5% nature ----- def ----- Defense +1 (+1 eff.) Resists +11% physical Mind.save +3 (+1 eff.) ---------- misc Equi/ret +0.04 Light +3 A pointy cloth hat, very wizardly... |
rough leather cap of strength (+3) (0 def, 1 armour) =3 str= rough leather cap of strength (+3) (0 def, 1 armour) =3 str=2.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
Elenatir (2 def, 0 armour) =20 stun= Elenatir (2 def, 0 armour) =20 stun=2.0 T3 head armor [Rare] Psionic While equipped: Stats +5 Cun ----- def ----- Defense +2 (+1 eff.) Resists +5% arcane Phys.save +15 (+7 eff.) Spell.save +9 (+4 eff.) Mind.save +10 (+5 eff.) Heal.mod +15% Confus- +20% Stun/Frz- +20% A pointy cloth hat, very wizardly... |
Ulilen the hardened leather cap (0 def, 3 armour) Ulilen the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +5 Dex dps ---------- Phys.crit +1.0% Mind.crit +3% Crit.mult +20.00% Acc +5 (+2 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +15% darkness Mind.save +3 (+1 eff.) Die.at -40.00 life ---------- misc Infravis +3 A cap made of leather. |
hardened leather cap 'Branyharakor' (0 def, 11 armour) =4 dex= hardened leather cap 'Branyharakor' (0 def, 11 armour) =4 dex=2.0 T3 head armor [Rare] Master While equipped: Stats +4 Dex +1 Mag dps ---------- Phys.pwr +10 (+6 eff.) Acc +5 (+2 eff.) ----- def ----- Armour +11 Fatigue +3% Resists +8% fire +8% cold Phys.save +6 (+3 eff.) A cap made of leather. |
10 agate 10 agate0.0 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. |
8 spinel 8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
11 ametrine 11 ametrine0.0 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. |
3 citrine 3 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon 7 zircon0.0 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. |
3 aquamarine 3 aquamarine0.0 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. |
2 opal 2 opal0.0 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. |
3 topaz 3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
onyx onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 emerald 2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
109 alchemist agate 109 alchemist agate0.0 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. |
brass lantern 'Eluth' =5 str= brass lantern 'Eluth' =5 str=2.0 T1 lite [Rare] Disrupt While equipped: Stats +5 Str +4 Wil ----- def ----- Resists +6% mind +3% all Spell.save +6 (+3 eff.) ---------- misc Light +3 Infravis +1 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. |
Automated Portable Extractor Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rungof's Fang Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
miner's iron pickaxe (dig speed 28 turns) miner's iron pickaxe (dig speed 28 turns)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. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 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. |
Rod of Recall (1/1) Rod of Recall (1/1)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. |
evasive elm wand of shielding [power 116] (20 cooldown) evasive elm wand of shielding [power 116] (20 cooldown)2.0 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 cooldown 100% to gain a 10% 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. |
Achievements
By Zarok the Shalore Archmage level 10
1st Summertide 122nd year of Ascendancy at 08:31 see stats
By Zarok the Shalore Archmage level 22
75th Dusk 122nd year of Ascendancy at 15:26 see stats
By Zarok the Shalore Archmage level 10
3rd Mirth 122nd year of Ascendancy at 12:57 see stats
By Zarok the Shalore Archmage level 20
60th Dusk 122nd year of Ascendancy at 07:31 see stats
By Zarok the Shalore Archmage level 3
74th Pyre 122nd year of Ascendancy at 21:06 see stats
By Zarok the Shalore Archmage level 20
60th Dusk 122nd year of Ascendancy at 17:01 see stats
By Zarok the Shalore Archmage level 10
3rd Flare 122nd year of Ascendancy at 11:22 see stats
By Zarok the Shalore Archmage level 16
41st Dusk 122nd year of Ascendancy at 02:36 see stats
Log
Zarok receives 34 healing from Temporal Restoration Field.
Explosive Saw from Elythra the black mamba hits Zarok for 37 physical damage.
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Zarok slows down.
Talent Temporal Shield is ready to use.
Zarok receives 34 healing from Temporal Restoration Field.
Explosive Saw from Elythra the black mamba hits Zarok for 37 physical damage.
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Talent Chain Lightning is ready to use.
Zarok receives 34 healing from Temporal Restoration Field.
Explosive Saw from Elythra the black mamba hits Zarok for 37 physical damage.
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The saw embedded in Zarok flies back its source.
The saw drags Zarok towards Elythra the black mamba!
Talent Grace of the Eternals is ready to use.
Zarok receives 34 healing from Temporal Restoration Field.
Elythra the black mamba hits Zarok for 223 fire damage.
Elythra the black mamba uses To The Arms.
Zarok starts to bleed.
Elythra the black mamba uses Furnace Vent.
Zarok is suffering and fails to concentrate on dealing damage.
Elythra the black mamba hits Zarok for 152 physical, 302 fire (454 total damage).
Elythra the black mamba hits Copperhead snake for 322 fire damage.
Metaphasic Spin hits Elythra the black mamba for 11 arcane, 10 temporal, 0 light, 9 physical, 0 light, 0 fire (30 total damage).
Zarok the level 25 shalore archmage was toasted to death by Elythra the black mamba on level 3 of Old Forest.