











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Passive Cooldowns 1.7.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Items Vault 1.7.0Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Halfling |
| Class | Rogue |
| Level / Exp | 19 / 78% |
| Size | small |
| Lifes / Deaths | Killed by Velayakira the red ooze at level 15 on the 18th Dusk 122nd year of Ascendancy at 17:28 3 / 2Killed by Poralralle the sandworm at level 19 on the 40th Dusk 122nd year of Ascendancy at 07:27 |
Primary Stats
| Strength | 10 (base 13) |
| Dexterity | 58 (base 36) |
| Constitution | 15 (base 10) |
| Magic | 17 (base 10) |
| Willpower | 23 (base 10) |
| Cunning | 82 (base 47) |
Resources
| Life | 511/511 |
| Stamina | 186/186 |
| Healing Factor | 1.1960311219417 |
| Regeneration | 3.6478949219222 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -63.333333333333% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 46.018635404836 |
| See Invisible | 46.018635404836 |
Offense: Mainhand
| Damage | 13 |
| Accuracy | 30 |
| Crit Chance | 32% |
| APR | 18 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 45 |
| Accuracy | 45 |
| Crit Chance | 44% |
| APR | 20 |
| Speed | 0.90 |
Offense: Spell
| Spellpower | 17 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Mind
| Mindpower | 40 |
| Crit Chance | 31% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +3% |
| Light | +10% |
| Darkness | +21% |
| Cold | +20% |
| Mind | +6% |
| All | 0% |
Offense: Damage Penetration
| Arcane | +5% |
| Lightning | +10% |
| Mind | +5% |
| Cold | +6% |
Defense: Base
| Armour (hardiness) | 19 (77.155997060385%) |
| Defense | 50 |
| Ranged Defense | 50 |
| Fatigue | 0 |
| Physical Save | 22 |
| Spell Save | 14 |
| Mental Save | 34 |
Defense: Resistances
| Darkness | + 16%( 70%) |
| Light | + 40%( 70%) |
| Mind | + 6%( 70%) |
| Physical | + 1%( 70%) |
| Cold | + 13%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Silence Resistance | 20% |
| Teleport Resistance | 20% |
| Disarm Resistance | 50% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 324 life over 5 turns. Its effects scale with your Dexterity 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 108 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. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 339 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 574% 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 Dexterity stat. |
Class Talents
| Technique / Duelist | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| 5/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
| beneficial effect | Has 10 throwing knives prepared: 10 KnivesRange: 7 Net Damage: 98 - 137 Accuracy: 60 (knife) APR: 12 Crit Chance: +51% Crit mult: 195% Uses Stats: 50% Cun, 70% Dex |
| beneficial effect | Parrying melee and ranged attacks: Has a 33% chance to deflect up to 18 damage from the next 2.9 attack(s). Parried attacks cannot crit. Parrying |
Quests
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent 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 have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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 |
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 | Salonne the Tundramarrow (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +7 Cun +2 Dex offense ------ Mind Crit +5% defense ------ Armor +3 Resistance +6% cold other ------- Hate-on-crit +2.00 Max hate +4.00 Disengage: Puts all charms on 15 turn cooldown Effective talent level: 2.6 Power cost 15 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
| Light source | Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(74 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Hazequake the rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +3 Dex +3 Wil +3 Cun offense ------ Mindpower +4 (+2 eff.) Damage +3% mind +15% cold defense ------ Armor +1 Fatigue +1% other ------- Light +1 A cap made of leather. |
| On hands | Yvaritira the rough leather gloves (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Psionic While equipped: offense ------ On-Hit 7 mind Damage +3% mind defense ------ Armor +1 Resistance +1% physical +6% mind +6% darkness Life +40.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | The Cog The Cog0.0 Encumbrance T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
| On fingers | Ravenstalker0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats +5 Cun +5 Wil offense ------ Mindpower +6 (+2 eff.) Damage +3% lightning +21% darkness Ignore resists +10% lightning +5% mind Rings make your fingers look great! |
| On fingers | marksman's copper ring of arcana (+0.10/turn)0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Dex offense ------ Accuracy +4 (+2 eff.) defense ------ Silence Resist +20% other ------- Mana/turn +0.10 Rings make your fingers look great! |
| Around neck | wanderer's copper amulet0.1 Encumbrance T1 amulet jewelry [Ego+] Master While equipped: Stats +4 Dex +4 Cun +4 Con offense ------ Move Speed +10% defense ------ Fatigue -5% Life Regen +2.00 other ------- Stamina/turn +0.40 Amulets make your neck look great! |
| In main hand | Belarewen (4-5 power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Random Unique] Nature/Psionic Weapon Damage 4.5 - 5.0 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) On-Hit 4 cold Damage +5% cold Ignore resists +6% cold defense ------ Armor +8 Resistance +7% cold Mind save +11 (+5 eff.) Life +17.00 Life Regen +0.80 Healmod +5% Teleport Resist +20% other ------- Max psi +13.00 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. |
| Around waist | Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +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. |
| In off hand | Swordbreaker (25-32 power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Master Weapon Damage 25.0 - 32.5 Physical Uses 50% Dex, 50% Cun Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +15.0% Attack Speed 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex defense ------ Hardiness +20% Defense +15 (+5 eff.) Physical save +15 (+7 eff.) Disarm Resist +50% other ------- Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
| Cloak | linen cloak 'Belessra' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil offense ------ Spell Crit +1% Critical power +10.00% Ignore resists +5% arcane defense ------ Defense +1 (+1 eff.) other ------- Max vim +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | prismatic rough leather armour (3 def, 2 armour)9.0 Encumbrance T1 light armor [Ego] Arcane While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Resistance +10% light +10% darkness A suit of armour made of leather. |
Inventory
healing infusion of the duelist (heal 162; 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 162 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune (range 4; phase 12; cd 15)0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 4 Cooldown: 15 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 12%, your defense is increased by 12 and all your resistances by 12%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
cleansing steel amulet of constitution (+2)0.1 Encumbrance T2 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +2 Con defense ------ Resistance +10% nature +10% blight Poison Resist +22% Disease Resist +20% Amulets make your neck look great! |
grounding gold amulet of mastery (0.17 Technique / Assassination)0.1 Encumbrance T3 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +10% lightning Stun Resist +21% other ------- Masteries +0.17 Technique/Assassination Amulets make your neck look great! |
restful copper amulet of magic (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag defense ------ Fatigue -4% Life Regen +1.00 Amulets make your neck look great! |
mule's steel ring of sensing0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: defense ------ Fatigue -4% Blind Resist +21% other ------- Encumbrance +20 Infravision +3 See Stealth +5 See Invis +5 Rings make your fingers look great! |
steel ring 'Isadhessra'0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +7 Str +1 Mag +6 Con offense ------ Physical Power +6 (+6 eff.) On-Hit 18 light On-Ranged-Hit 12 light Damage +10% lightning +12% light +12% blight defense ------ Resistance +20% lightning +6% blight Crit Resistance 5.00% Rings make your fingers look great! |
hateful dwarven-steel battleaxe of massacre (38-56 power, 2 apr)3.0 Encumbrance T3 battleaxe 2H weapon Reqs Str 24 [Ego] Master/Psionic Weapon Damage 37.5 - 56.2 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% On-hit +7 darkness Damage Against +10% Living Massive two-handed battleaxes. |
steel battleaxe (17-26 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon Reqs Str 16 [Normal] Weapon Damage 17.0 - 25.5 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% Massive two-handed battleaxes. |
steel battleaxe of erosion (24-35 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon Reqs Str 16 [Ego] Nature Weapon Damage 23.5 - 35.2 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-hit +10 nature Massive two-handed battleaxes. |
Zeruroyador the Flashvice (10-12 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Rare] Nature Weapon Damage 9.5 - 12.3 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +6 nature On-crit, radius 2 +12 acid While equipped: offense ------ Ignore resists +5% light On-Hit (Melee): * 10% chance to slow global speed by 53% Sharp, short and deadly. |
dwarven-steel dagger (18-24 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Normal] Weapon Damage 18.5 - 24.1 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% Sharp, short and deadly. |
iron dagger (10-13 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Normal] Weapon Damage 10.0 - 13.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% Sharp, short and deadly. |
iron dagger (10-14 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Normal] Weapon Damage 10.5 - 13.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% Sharp, short and deadly. |
iron dagger of erosion (10-13 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Ego] Nature Weapon Damage 10.0 - 13.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +5 nature Sharp, short and deadly. |
arcing steel greatsword (24-39 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon Reqs Str 16 [Ego] Arcane Weapon Damage 24.5 - 39.2 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 21 damage Massive two-handed swords. |
elemental dwarven-steel greatsword of vileness (36-58 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon Reqs Str 24 [Ego+] Arcane Weapon Damage 36.5 - 58.4 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +12 blight On Hit: * 20% chance to reduce strength, dexterity, and constitution by 10 * Create an explosion dealing 21 lightning damage (1/turn) While equipped: offense ------ Damage +7% lightning Ignore resists +12% lightning Massive two-handed swords. |
Bogstreak the steel longsword (26-37 power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon Reqs Str 16 [Random Unique] Nature/Master Weapon Damage 26.5 - 37.1 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +8 arcane On-Hit, radius 1 +12 arcane On-crit, radius 2 +4 arcane +4 nature While equipped: Stats +7 Con +5 Wil defense ------ Life +12.00 Sharp, long, and deadly. |
steel mace (14-19 power, 3 apr)3.0 Encumbrance T2 mace 1H weapon Reqs Str 16 [Normal] Weapon Damage 13.5 - 18.9 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% Blunt and deadly. |
Beleminn the Mucusbiter (2-2 power, 12 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 2.0 - 2.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% On-hit +16 nature While equipped: Stats +1 Mag +1 Con offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) defense ------ Resistance +3% nature Mind save +2 (+1 eff.) other ------- Max psi +10.00 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. |
horrifying vined mindstar of balance (5-6 power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) On-Hit 3 mind 5 darkness Damage +4% mind +3% darkness defense ------ Physical save +3 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) other ------- EQ when Hit +0.50 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. |
mossy mindstar 'Darkslicer' (2-3 power, 12 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 2.5 - 2.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% On-hit +12 darkness +4 fire On-Hit, radius 1 +4 darkness While equipped: Stats +2 Cun offense ------ Mind Crit +1% Critical power +6.00% Mindpower +2 (+1 eff.) Ignore resists +20% darkness defense ------ Resistance +3% fire 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. |
vined mindstar of storms (4-4 power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego+] Nature Weapon Damage 4.0 - 4.4 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +2 Str +2 Dex +2 Mag +1 Wil +3 Cun +1 Con offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) On-Hit 5 lightning Damage +4% lightning Ignore resists +4% lightning defense ------ Resistance +8% lightning 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. |
ranger's hardened leather sling4.0 Encumbrance T3 sling 1H weapon Reqs Shoot [Ego] Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +9 While equipped: Stats +2 Dex Slings are used to hurl stones or metal shots at your foes. |
potent ash magestaff of greater warding (17-20 power, 3 apr, arcane element)5.0 Encumbrance T2 staff 2H weapon [Ego+] Arcane Weapon Damage 17.0 - 20.4 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +9 (+6 eff.) Damage +17% arcane defense ------ Armor +6 Defense +7 (+3 eff.) other ------- Wards +3 arcane Talents +1 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent ash starstaff of wizardry (18-22 power, 3 apr, temporal element)5.0 Encumbrance T2 staff 2H weapon [Ego+] Arcane Weapon Damage 18.0 - 21.6 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +2 Mag +2 Wil offense ------ Spell Crit +2% Spellpower +12 (+7 eff.) Damage +18% temporal other ------- Max mana +12.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Chiroleg (19-27 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon Reqs Str 16 [Rare] Nature Weapon Damage 19.0 - 26.6 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-crit, radius 2 +13 fire While equipped: offense ------ Physical Crit +2.0% Critical power +5.00% Global Speed +5% Ignore resists +7% fire Accuracy +20 (+7 eff.) On-Hit (Melee): * 20% chance to reduce armor by 20% One-handed war axes. |
chilling dwarven-steel waraxe (20-28 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 24 [Ego] Arcane Weapon Damage 20.0 - 28.0 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-hit +14 cold One-handed war axes. |
dwarven-steel waraxe (21-29 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 24 [Normal] Weapon Damage 21.0 - 29.4 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% One-handed war axes. |
Sileth the cashmere cloak (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: Stats +2 Mag +3 Con offense ------ Ignore resists +20% mind When Hit 6 mind On-Hit (Melee): * 10% chance to reduce all saves and defense by 26 defense ------ Defense +2 (+1 eff.) Resistance +7% acid +7% fire +7% lightning +6% cold other ------- Infravision +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
focusing woollen robe of frost (+19%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Nature/Psionic While equipped: Stats +4 Mag +5 Wil offense ------ Damage +13% cold defense ------ Resistance +9% all +19% cold other ------- Mana/turn +0.11 Psi/turn +0.14 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eden's Guile (2 def, 1 armour)2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+1 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 61% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Eremogas the Singeseam (0 def, 3 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Critical power +5.00% Damage +3% fire defense ------ Armor +3 other ------- Hate-on-crit +3.00 Infravision +1 A pair of boots made of leather. |
pair of rough leather boots 'Dawnfame' (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +3 Wil +3 Cun +2 Con offense ------ On-Hit (Melee): * 20% chance to reduce all saves and defense by 26 defense ------ Armor +1 Physical save +6 (+3 eff.) Spell save +6 (+6 eff.) Mind save +6 (+3 eff.) other ------- Light +3 A pair of boots made of leather. |
blighted hardened leather gloves of dexterity (+2) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Arcane/Master While equipped: Stats +2 Dex offense ------ On-Hit 7 blight Damage +3% blight Accuracy +12 (+4 eff.) defense ------ Armor +2 Resistance +7% blight Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Normal] While equipped: defense ------ Armor +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Cracklewoe' (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Random Unique] Arcane/Psionic While equipped: Stats +3 Mag offense ------ On-Hit 5 light Damage +4% light +4% arcane Ignore resists +15% lightning defense ------ Armor +2 Resistance +7% light Life Regen +3.00 other ------- Stamina/turn +0.50 Hate-on-crit +2.00 Max stamina +11.00 Max hate +4.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
radiant hardened leather gloves of magic (+2) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Arcane While equipped: Stats +2 Mag offense ------ On-Hit 5 light Damage +6% arcane +3% light defense ------ Armor +2 Resistance +5% light Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
sand dwarven-steel gauntlets of strength (+3) (0 def, 8 armour)1.5 Encumbrance T2 hands armor Reqs - Heavy armour training [Ego] Nature/Master While equipped: Stats +3 Str offense ------ Physical Power +8 (+8 eff.) On-Hit 5 physical Damage +4% physical defense ------ Armor +8 Fatigue +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
sand hardened leather gloves of strength (+3) (0 def, 9 armour)1.0 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Str offense ------ Physical Power +8 (+8 eff.) On-Hit 9 physical Damage +3% physical defense ------ Armor +9 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Erelugund the rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Mag +4 Con offense ------ On-Hit (Melee): * 20 arcane resource burn defense ------ Armor +1 Fatigue +1% Crit Resistance 10.00% other ------- Light +3 See Invis +6 A cap made of leather. |
cashmere wizard hat 'Glitterscar' (2 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Damage +18% mind +10% cold Ignore resists +20% light When Hit 4 mind defense ------ Defense +2 (+1 eff.) Resistance +15% cold other ------- Light +3 A pointy cloth hat, very wizardly... |
rough leather cap 'Salutha' (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: offense ------ Critical power +5.00% Mindpower +15 (+5 eff.) defense ------ Armor +1 Fatigue +1% Resistance +3% lightning +3% acid Physical save +11 (+5 eff.) other ------- Max psi +10.00 A cap made of leather. |
cleansing dwarven-steel mail armour of command (10 def, 11 armour)14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training ,Str 28 [Ego+] Disrupt/Psionic While equipped: Stats +2 Cun defense ------ Armor +11 Defense +10 (+4 eff.) Fatigue +12% Resistance +14% nature +10% blight Mind save +12 (+6 eff.) A suit of armour made of mail. |
steel mail armour of clarity (2 def, 6 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training ,Str 20 [Ego] Psionic While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +6% mind Mind save +10 (+5 eff.) A suit of armour made of mail. |
rejuvenating rough leather armour of cold resistance (3 def, 2 armour)9.0 Encumbrance T1 light armor [Ego] Nature/Master While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Resistance +15% cold Life Regen +2.30 other ------- Stamina/turn +0.60 A suit of armour made of leather. |
rough leather armour (3 def, 2 armour)9.0 Encumbrance T1 light armor [Normal] While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
impenetrable steel plate armour of spell shielding (0 def, 16 armour)17.0 Encumbrance T2 massive armor Reqs - Massive armour training ,Str 28 [Ego] Arcane/Master While equipped: defense ------ Armor +16 Fatigue +22% Resistance +6% arcane Spell save +12 (+9 eff.) A suit of armour made of metal plates. |
steel plate armour (0 def, 9 armour)17.0 Encumbrance T2 massive armor Reqs - Massive armour training ,Str 28 [Normal] While equipped: defense ------ Armor +9 Fatigue +22% A suit of armour made of metal plates. |
quiver of ash arrows of vileness (15/15, 22-30 power, 7 apr)3.0 Encumbrance T2 arrow ammo [Ego] Arcane Weapon Damage 21.5 - 30.1 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.5% Capacity 15 On-ranged-hit +11 blight On Hit: * 9% chance to reduce strength, dexterity, and constitution by 10 Arrows are used with bows to pierce your foes to death. |
quiver of yew arrows (17/17, 28-39 power, 10 apr)3.0 Encumbrance T3 arrow ammo [Normal] Weapon Damage 28.0 - 39.2 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +2.0% Capacity 17 Arrows are used with bows to pierce your foes to death. |
storming quiver of yew arrows (24/24, 32-45 power, 10 apr)3.0 Encumbrance T3 arrow ammo [Ego] Nature Weapon Damage 32.0 - 44.8 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +2.0% Capacity 24 On-ranged-hit +18 lightning On-crit, radius 2 +12 lightning Arrows are used with bows to pierce your foes to death. |
5 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. |
319 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. |
aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 Encumbrance 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. |
2 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+4 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+4 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 40 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +2 Str defense ------ Fatigue -5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen0.0 Encumbrance heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Gloroba the Blastwisp1.0 Encumbrance T3 lite [Rare] Master While equipped: Stats +1 Str +3 Dex +1 Mag offense ------ Damage +6% lightning +3% darkness defense ------ Resistance +15% lightning other ------- Light +7 See Invis +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
Tidehash1.0 Encumbrance T3 lite [Rare] Disrupt While equipped: offense ------ Mind Crit +5% Damage +21% mind defense ------ Resistance +12% cold +3% all Spell save +9 (+7 eff.) other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: 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. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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 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. |
flaming pouch of dwarven-steel shots (18/18, 29-35 power, 3 apr)3.0 Encumbrance T3 shot ammo [Ego] Arcane Weapon Damage 29.0 - 34.8 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 18 On-Hit, radius 1 +8 fire Shots are used with slings to pummel your foes to death. |
dwarven-steel torque of clear mind [power 2] (25 cooldown)2.0 Encumbrance T3 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. |
amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 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. |
4 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. |
12 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
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By CHOKOOO the Halfling Rogue level 13
6th Dusk 122nd year of Ascendancy at 02:13 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By CHOKOOO the Halfling Rogue level 10
8th Mirth 122nd year of Ascendancy at 21:57 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By CHOKOOO the Halfling Rogue level 13
9th Flare 122nd year of Ascendancy at 00:49 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By CHOKOOO the Halfling Rogue level 15
18th Dusk 122nd year of Ascendancy at 06:59 see stats
Log
Saving game...
Saving done.
Resting starts...
Talent Infusion: Movement is ready to use.
Talent Vitality is ready to use.
Talent Fan of Knives is ready to use.
Talent Trained Reactions is ready to use.
Talent Infusion: Regeneration is ready to use.
Rested for 6 turns (stop reason: all resources and life at maximum).
Resting starts...
Talent Apply Poison is ready to use.
Talent Numbing Poison is ready to use.
Talent Tumble is ready to use.
Talent Shadow Dance is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Evasion is ready to use.
Talent Luck of the Little Folk is ready to use.
Talent Quickdraw is ready to use.
Rested for 44 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).













































































































