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! 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: 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: 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: 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:
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:
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 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. 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 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 | Arcane Blade |
Level / Exp | 19 / 70% |
Size | medium |
Lifes / Deaths | Killed by Bethiyabeth the gigantic corrosive tunneler at level 19 on the 48th Dusk 122nd year of Ascendancy at 15:43 / 1 |
Primary Stats
Strength | 17 (base 13) |
Dexterity | 17 (base 10) |
Constitution | 15 (base 10) |
Magic | 57 (base 47) |
Willpower | 13 (base 10) |
Cunning | 40 (base 36) |
Resources
Life | -233/482 |
Mana | 190/263 |
Stamina | 150/182 |
Healing Factor | 1.1660311219418 |
Regeneration | 6.9378851755534 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 3 |
See Stealth | 11 |
See Invisible | 12 |
Offense: Mainhand
Damage | 28 |
Accuracy | 44 |
Crit Chance | 19% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 48 |
Crit Chance | 24% |
Speed | 1 |
Offense: Mind
Mindpower | 22 |
Crit Chance | 13% |
Speed | 1 |
Offense: Damage Bonus
Temporal | +3% |
Lightning | +15% |
Arcane | +3% |
All | 0% |
Offense: Damage Penetration
Cold | +10% |
Physical | +8% |
Defense: Base
Armour (hardiness) | 15.5 (43.579428603723%) |
Defense | 39 |
Ranged Defense | 39 |
Fatigue | 9 |
Physical Save | 11 |
Spell Save | 22 |
Mental Save | 22 |
Defense: Resistances
Lightning | + 6%( 70%) |
Temporal | + 7%( 70%) |
Mind | + 11%( 70%) |
Cold | + 9%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Confusion Resistance | 21% |
Pinning Resistance | 22% |
Disarm Resistance | 21% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 291 damage for 4 turns. Its effects scale with your Magic 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 39 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 Constitution stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 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 820% for 10 turns (8 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 136.00 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 Cunning stat. |
Class Talents
Technique / Magical combat | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Fire | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 3/5 |
| 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 successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Scintillating Caves. Escort: lost tinker (level 2 of Scintillating Caves)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Scintillating Caves. Escort: repented thief (level 3 of Scintillating Caves)As a reward you improved talent Track (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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: * You've found the needed black mamba head. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed electric eel tail. | 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 within10 lumberjacks have died. | done |
Equipment
On feet | Koradir (15 def, 3 armour) Koradir (15 def, 3 armour)2.0 T3 feet armor [Random Unique] Nature/Master While equipped: Stats +1 Con dps ---------- Phys.crit +1.0% Phys.pwr +13 (+6 eff.) Res.pen +8% physical ----- def ----- Armour +3 Defense +15 (+5 eff.) Resists +6% lightning +7% temporal Die.at -60.00 life ---------- misc Stam/turn +0.90 Max.stam +10.00 A pair of boots made of leather. |
Light source | brass lantern 'Tulisus' brass lantern 'Tulisus'2.0 T1 lite [Rare] Psionic While equipped: Stats +1 Str +1 Dex ----- def ----- Resists +9% cold Crit.chn- 15.00% Mind.save +6 (+3 eff.) Max.HP +40.00 ---------- misc Light +4 See.Stealth +5 See.Invis +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | spellwoven linen wizard hat of the sentry (1 def, 0 armour) spellwoven linen wizard hat of the sentry (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane While equipped: dps ---------- Spell.crit +2% Spell.pwr +3 (+1 eff.) ----- def ----- Defense +1 (+0 eff.) ---------- misc Mana/turn +0.10 Infravis +3 See.Stealth +6 See.Invis +6 Circle of Warding: (Instant) Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 42% and attempts to push all creatures other than yourself out of its radius, inflicting 8.49 light damage and 8.49 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Tool | cleansing elm wand of lightning storm [power 116] (10/15 cooldown) cleansing elm wand of lightning storm [power 116] (10/15 cooldown)2.0 T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 26 lightning damage and will be dazed for 1 turn (133 total damage) Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | Chillsteel Chillsteel0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Res.pen +10% cold Melee Ret 2 cold On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 24 ----- def ----- Max.HP +20.00 Disarm- +21% Pinning- +22% Knockbk- +20% Rings make your fingers look great! |
On fingers | marksman's steel ring of perseverance marksman's steel ring of perseverance0.1 T2 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+2 eff.) ----- def ----- HP.reg +3.00 Stun/Frz- +20% Rings make your fingers look great! |
Around waist | Durogar Durogar1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +3% temporal Acc +5 (+2 eff.) ----- def ----- Die.at -60.00 life HP.reg +0.70 Heal.mod +12% A belt that goes around your waist. |
In main hand | Glokira the ash magestaff (111% power, 3 apr, lightning element) Glokira the ash magestaff (111% power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Random Unique] Arcane/Nature/Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Crit.mult +12.00% Spell.pwr +25 (+8 eff.) Dmg.mod +3% arcane +15% lightning Phasing +10% ----- def ----- Defense +20 (+7 eff.) Shield.pwr +5% ---------- misc Max.mana +40.00 Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 99.63 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
On hands | rough leather gloves 'Fuloyavor' (15 def, 1 armour) rough leather gloves 'Fuloyavor' (15 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: Stats +2 Str +4 Con dps ---------- Acc +10 (+4 eff.) ----- def ----- Armour +1 Defense +15 (+5 eff.) Die.at -40.00 life HP.reg +2.00 ---------- misc Stam/turn +1.60 Max.stam +11.00 Unarmed combat: Power 97% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Hit: 10% Nightmare 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | Gomahad (2 def, 10 armour) Gomahad (2 def, 10 armour)14.0 T1 heavy armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Phys.crit +1.0% Acc +5 (+2 eff.) On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +10 Defense +2 (+1 eff.) Fatigue +12% Crit.chn- 5.00% Die.at -60.00 life ---------- misc Stam/turn +2.00 A suit of armour made of mail. |
Cloak | resilient linen cloak of battle (1 def, 0 armour) resilient linen cloak of battle (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +1 (+0 eff.) ----- def ----- Defense +1 (+0 eff.) Fatigue -3% Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | clarifying copper amulet clarifying copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% mind Confus- +21% Amulets make your neck look great! |
Inventory
restful steel amulet of magic (+3) restful steel amulet of magic (+3)0.1 T2 amulet jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag ----- def ----- Fatigue -5% HP.reg +2.00 Amulets make your neck look great! |
starlit steel amulet of strength (+2) =2 str= starlit steel amulet of strength (+2) =2 str=0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Str ----- def ----- Resists +12% light +12% darkness Blind- +22% Amulets make your neck look great! |
steel amulet 'Floeslicer' =5 str= steel amulet 'Floeslicer' =5 str=0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +5 Str +6 Dex +6 Wil dps ---------- Dmg.mod +15% darkness Res.pen +25% cold ----- def ----- Resists +21% cold Amulets make your neck look great! |
balanced steel longsword of erosion (110% power, 3 apr) balanced steel longsword of erosion (110% power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Nature/Master Power 110% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +7 nature While equipped: dps ---------- Acc +7 (+3 eff.) ----- def ----- Defense +5 (+2 eff.) Disarm- +23% Sharp, long, and deadly. |
steel longsword of crippling (115% power, 3 apr) steel longsword of crippling (115% power, 3 apr)3.0 T2 longsword 1H weapon [Ego+] Master Power 115% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Sharp, long, and deadly. |
Scorpionking (118% power, 4 apr) Scorpionking (118% power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Rare] Master Power 118% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +16 lightning On Hit.r1 +8 nature On Hit: * 20% chance to slow global speed by 41% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +8.0% Dmg.mod +6% mind Melee Ret 4 lightning ----- def ----- Resists +9% mind One-handed war axes. |
Kinetic Focus (88% power, 18 apr, physical damage) Kinetic Focus (88% power, 18 apr, physical damage)3.0 T2 mindstar 1H weapon Reqs Wil 18 [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 89% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Physical Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +10% physical Res.pen +6% physical ----- def ----- Resists +10% physical Phys.save +6 (+6 eff.) ---------- misc Psi/m.crit +1.00 Talents +1 Psionic Maelstrom Masteries +0.10 Psionic/Kinetic mastery Kinetic energies are focussed in the core of this mindstar. |
horrifying thorny mindstar of resolve (93% power, 24 apr, nature damage) horrifying thorny mindstar of resolve (93% power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature/Psionic Power 93% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Wil dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Melee+ 6 mind 4 darkness Dmg.mod +3% mind +4% darkness ----- def ----- Spell.save +2 (+1 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mighty ash longbow mighty ash longbow4.0 T2 longbow 2H weapon Reqs Shoot [Ego] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 While equipped: Stats +3 Str dps ---------- Phys.pwr +11 (+5 eff.) Longbows are used to shoot arrows at your foes. |
acidic steel shield of fire resistance (+17%) (0 def, 4 armour, 41.5 block) acidic steel shield of fire resistance (+17%) (0 def, 4 armour, 41.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 5 acid Melee Ret 3 acid ----- def ----- Armour +4 Fatigue +8% Resists +17% fire ---------- misc Talents +1 Block Handheld deflection devices. |
Zubiriamina (10 def, 12 armour, 115 block) Zubiriamina (10 def, 12 armour, 115 block)7.0 T3 shield armor Reqs Shield usage training Str 24 [Rare] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +12 Defense +10 (+3 eff.) Fatigue +8% Resists +3% lightning Phys.save +6 (+6 eff.) Spell.save +9 (+4 eff.) ---------- misc Infravis +3 Talents +1 Block Handheld deflection devices. |
exposing dwarven-steel shield (0 def, 6 armour, 81.5 block) exposing dwarven-steel shield (0 def, 6 armour, 81.5 block)7.0 T3 shield armor Reqs Shield usage training Str 24 [Ego] Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On Hit (Melee): * 8% chance to reduce all saves and defense by 15 On Melee Ret: * 16% chance to reduce all saves and defense by 15 ----- def ----- Armour +6 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
Skyblood the cured leather armour (8 def, 6 armour) Skyblood the cured leather armour (8 def, 6 armour)9.0 T2 light armor [Random Unique] Arcane/Master While equipped: Stats +4 Cun +5 Dex dps ---------- Dmg.mod +3% lightning Res.pen +10% lightning ----- def ----- Armour +6 Defense +8 (+3 eff.) Fatigue +7% Resists +9% lightning +21% light +21% darkness A suit of armour made of leather. |
cured leather armour of stability (6 def, 4 armour) cured leather armour of stability (6 def, 4 armour)9.0 T2 light armor [Ego] Master While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +5% physical Phys.save +11 (+10 eff.) A suit of armour made of leather. |
cleansing hardened leather armour of fire resistance (9 def, 6 armour) cleansing hardened leather armour of fire resistance (9 def, 6 armour)9.0 T3 light armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +13% blight +15% fire +13% nature A suit of armour made of leather. |
impenetrable steel mail armour of lightning resistance (2 def, 11 armour) impenetrable steel mail armour of lightning resistance (2 def, 11 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Ego] Master While equipped: ----- def ----- Armour +11 Defense +2 (+1 eff.) Fatigue +12% Resists +17% lightning A suit of armour made of mail. |
Mighty Girdle Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Blasthash (16 def, 0 armour) =2 str= Blasthash (16 def, 0 armour) =2 str=2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Dex +2 Con dps ---------- Acc +5 (+2 eff.) ----- def ----- Defense +16 (+5 eff.) Resists +9% lightning ---------- misc Stam/turn +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots 'Betorakira' (0 def, 1 armour) =4 str= pair of rough leather boots 'Betorakira' (0 def, 1 armour) =4 str=2.0 T1 feet armor [Rare] Arcane While equipped: Stats +4 Str +1 Dex +2 Wil dps ---------- Crit.mult +10.00% Spell.pwr +4 (+1 eff.) ----- def ----- Armour +1 ---------- misc Equi/ret +0.04 A pair of boots made of leather. |
Ravenclamor the pair of hardened leather boots (0 def, 3 armour) Ravenclamor the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Rare] Nature While equipped: dps ---------- Res.pen +10% darkness ----- def ----- Armour +3 Resists +9% lightning +11% temporal +12% darkness +15% nature A pair of boots made of leather. |
Xavea (0 def, 3 armour) Xavea (0 def, 3 armour)2.0 T3 feet armor [Rare] Nature While equipped: dps ---------- Res.pen +25% acid On Hit (Melee): * 20% chance to reduce all saves and defense by 15 ----- def ----- Armour +3 Resists +8% lightning +15% temporal +6% cold +6% fire A pair of boots made of leather. |
restorative pair of hardened leather boots (0 def, 3 armour) restorative pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Ego+] Nature While equipped: ----- def ----- Armour +3 HP.reg +3.00 Heal.mod +13% A pair of boots made of leather. |
pair of iron boots 'Boltedge' (0 def, 6 armour) pair of iron boots 'Boltedge' (0 def, 6 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Phys.crit +3.0% Dmg.mod +3% lightning ----- def ----- Armour +6 Fatigue +2% Phys.save +6 (+6 eff.) Die.at -40.00 life Knockbk- +10% ---------- 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. |
naturalist's hardened leather gloves of butchering (0 def, 2 armour) naturalist's hardened leather gloves of butchering (0 def, 2 armour)1.0 T2 hands armor [Ego+] Nature/Disrupt While equipped: dps ---------- Phys.pwr +6 (+3 eff.) Melee+ 7 nature Dmg.mod +5% nature Acc +4 (+2 eff.) Apr +7 ----- def ----- Armour +2 Resists +6% blight +6% nature Spell.save +10 (+5 eff.) Unarmed combat: Power 113% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +3.0% Atk.spd 100% On Crit.r2 +5 nature On Hit: 10% Venomous Breath 3 On Hit: * 10% chance to slow global speed by 41% * 10% chance to reduce armor by 34% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets of strength (+3) (0 def, 1 armour) =3 str= iron gauntlets of strength (+3) (0 def, 1 armour) =3 str=1.5 T1 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+3 eff.) ----- def ----- Armour +1 Fatigue +1% Unarmed combat: Power 109% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% Metal gloves protecting the hands up to the middle of the lower arm. |
Velydawe (1 def, 0 armour) =10 stun= Velydawe (1 def, 0 armour) =10 stun=2.0 T1 head armor [Rare] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+1 eff.) Res.pen +15% blight ----- def ----- Defense +1 (+0 eff.) Resists +3% light Spell.save +6 (+3 eff.) Blind- +20% Stun/Frz- +10% ---------- misc Mana/turn +0.13 A pointy cloth hat, very wizardly... |
Xeroldaldatha (0 def, 1 armour) Xeroldaldatha (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Dex dps ---------- Spell.crit +3% Crit.mult +5.00% S.pwr/crit +4 Apr +1 ----- def ----- Armour +1 Fatigue +1% Die.at -80.00 life ---------- misc Stam/ret +0.80 Equi/ret +0.90 A cap made of leather. |
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. |
4 agate 4 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. |
6 spinel 6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+2 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. |
3 ametrine 3 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. |
9 citrine 9 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. |
9 zircon 9 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. |
aquamarine 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. |
3 opal 3 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. |
topaz topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 amethyst 3 amethyst0.0 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. |
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. |
lapis lazuli lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+6 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+6 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
quartz quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
111 alchemist agate 111 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. |
iron pickaxe 'Arthydolin' (dig speed 37 turns) =3 str= iron pickaxe 'Arthydolin' (dig speed 37 turns) =3 str=3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str +2 Dex dps ---------- Phys.crit +2.0% On Hit (Melee): * 20% chance to slow global speed by 41% ----- def ----- Armour +6 Defense +5 (+2 eff.) Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Galasadar the dwarven-steel pickaxe (dig speed 24 turns) Galasadar the dwarven-steel pickaxe (dig speed 24 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +3 Con dps ---------- Phys.crit +2.0% Mind.crit +5% Apr +3 ----- def ----- Armour +6 Mind.save +3 (+1 eff.) ---------- misc Equi/ret +0.08 Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+5 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 6 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 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 Annulment (1/1) Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
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. |
iron torque of clear mind [power 1] (10/25 cooldown) iron torque of clear mind [power 1] (10/25 cooldown)2.0 T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
iron torque of mindblast [power 100] (10/15 cooldown) =silence= iron torque of mindblast [power 100] (10/15 cooldown) =silence=2.0 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 cooldown Torques are made by powerful psionics to store psionic powers. |
yew wand of shielding [power 290] (10/20 cooldown) yew wand of shielding [power 290] (10/20 cooldown)2.0 T3 wand charm [Ego] Arcane Create a shield absorbing up to 304 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "A View From The Gallery" Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Achievements
By Frank Zappa the Shalore Arcane Blade level 10
2nd Flare 122nd year of Ascendancy at 14:13 see stats
By Frank Zappa the Shalore Arcane Blade level 10
2nd Flare 122nd year of Ascendancy at 14:12 see stats
By Frank Zappa the Shalore Arcane Blade level 18
46th Dusk 122nd year of Ascendancy at 14:00 see stats
By Frank Zappa the Shalore Arcane Blade level 10
1st Dusk 122nd year of Ascendancy at 14:41 see stats
By Frank Zappa the Shalore Arcane Blade level 13
11st Dusk 122nd year of Ascendancy at 11:21 see stats
By Frank Zappa the Shalore Arcane Blade level 15
28th Dusk 122nd year of Ascendancy at 12:42 see stats
Log
Talent Inner Power is ready to use.
Talent Rune: Manasurge is ready to use.
Explosive Saw from Bethiyabeth the gigantic corrosive tunneler hits Frank Zappa for (30 absorbed), 0 physical (0 total damage).
Acid Splash from Bethiyabeth the gigantic corrosive tunneler hits Frank Zappa for (2 absorbed), 0 acid (0 total damage).
Frank Zappa's dazing lightning area effect hits Bethiyabeth the gigantic corrosive tunneler for 19 lightning damage.
Frank Zappa's dazing lightning area effect hits Sandworm burrower for 0 lightning damage.
Frank Zappa's dazing lightning area effect hits Frank Zappa for (19 absorbed), 2 lightning (2 total damage).
Frank Zappa's dazing lightning area effect hits Cyrovena the sandworm for 23 lightning damage.
Bethiyabeth the gigantic corrosive tunneler is dazed!
Frank Zappa is dazed!
--------------------------------
You are unable to move!
You are unable to move!
Bethiyabeth the gigantic corrosive tunneler is not dazed anymore.
Frank Zappa hits Bethiyabeth the gigantic corrosive tunneler for (1 to psi shield), 1 physical, 0 arcane (1 total damage).
Bethiyabeth the gigantic corrosive tunneler uses Telekinetic Smash.
Frank Zappa is not dazed anymore.
Your shield crumbles under the damage!
The shield around Frank Zappa crumbles.
Bethiyabeth the gigantic corrosive tunneler performs a melee critical strike against Frank Zappa!
Frank Zappa is stunned!
Melee retaliation hits Bethiyabeth the gigantic corrosive tunneler for 2 cold, 2 cold (4 total damage).
Bethiyabeth the gigantic corrosive tunneler hits Frank Zappa for (123 absorbed), 25 physical, 17 physical, 155 physical, 17 physical (215 total damage).
Bethiyabeth the gigantic corrosive tunneler slows down.
Melee retaliation hits Bethiyabeth the gigantic corrosive tunneler for 1 cold damage.
Bethiyabeth the gigantic corrosive tunneler's Beyond the Flesh hits Frank Zappa for 102 physical, 17 physical (119 total damage).
Melee retaliation hits Bethiyabeth the gigantic corrosive tunneler for 1 cold damage.
Bethiyabeth the gigantic corrosive tunneler hits Frank Zappa for 105 physical damage.
Frank Zappa the level 19 shalore arcane blade was battered to death by Bethiyabeth the gigantic corrosive tunneler on level 3 of Sandworm lair.