Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Experience Controller 1.4.8
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon ZOmnibus Addon Pack 1.5.0Combines 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: Items Vault 1.5.0Donators/Buyers bonus! Better Item Description 1.5.5This 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 Post Effects fixes 1.5.5The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.5.4Donators/Buyers bonus! Exponential Leveling 1.4.8Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Logical Alchemists 1.4.6Makes alchemists focus on creating elixirs that you are not currently helping them with. Adventurer Plus Addon 1.4.0Simple addon that adds a buffed adventurer class - now with Cursed Aura. Not that it needs it, haha. Edit: I was informed that since the class sets 'default' celestial energies to 20, it gets messed up if you have positive regen for one of them. This is most likely to occur with Liches. Therefore, if you're using them, use the newer version, which removes the default celestial stuff. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Randboss Rando 1.4.2Massively spikes Rare counts as the game progresses, and even adds in Randbosses in the late game. As of 1.4.2, the player can fully control the spawn rate of Rare and Randboss class enemies to suit their gameplay style. Rage Quit 1.5.0Adds a suitably spleen-venting option to the Eidolon plane death chat, and an "Exit game" option to the death dialog. Improved Auto-explore and Rest 1.5.5Quality 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. Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Draconians 1.3.1Adds Draconians as playable race, with their own starting area. This addon was updated and forked by Aura of the Dawn, in the absence of ajfluffy. Second branch, due to upload system differences requring a new shortname. Showing Items Tier in Inventory 1.5.5This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Draconian |
Class | Wyrmic |
Level / Exp | 24 / 71% |
Size | medium |
Lifes / Deaths | no deaths recorded 6 / 0 |
Primary Stats
Strength | 72 (base 54) |
Dexterity | 61 (base 54) |
Constitution | 55 (base 54) |
Magic | 61 (base 54) |
Willpower | 49 (base 32) |
Cunning | 48 (base 33) |
Resources
Life | 1469/1469 |
Equilibrium | 53 |
Healing Factor | 1.51 |
Regeneration | 20.0679 |
Speed
Mental | +16.3% |
Attack | +16.3% |
Movement | +94.109950326513% |
Spell | +16.3% |
Global | +113.15% |
Vision
Sight | 10 |
Lite | 11 |
Infravision | 5 |
See Invisible | 6 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major, humanoid/orc |
Offense: Mainhand
Damage | 107 |
Accuracy | 49 |
Crit Chance | 33% |
APR | 15 |
Speed | 0.86 |
Offense: Spell
Spellpower | 59 |
Crit Chance | 28% |
Speed | 0.85984522785899 |
Offense: Mind
Mindpower | 64 |
Crit Chance | 33% |
Speed | 0.85984522785899 |
Offense: Damage Bonus
Nature | +12% |
Lightning | +12% |
Light | +10% |
Cold | +10% |
Blight | +9% |
Acid | +27% |
Mind | +15% |
All | 0% |
Offense: Damage Penetration
Blight | +10% |
Lightning | +25% |
Light | +15% |
Nature | +15% |
Defense: Base
Armour (hardiness) | 55.594906330137 (63.720930232558%) |
Defense | 51 |
Ranged Defense | 57 |
Fatigue | 0 |
Physical Save | 55 |
Spell Save | 41 |
Mental Save | 42 |
Defense: Resistances
Acid | + 14%( 70%) |
Blight | + 9%( 70%) |
Physical | + 7%( 70%) |
Cold | + 65%( 70%) |
All | 0%( 70%) |
Lightning | + 7%( 70%) |
Light | + 51%( 70%) |
Mind | + 9%( 70%) |
Darkness | + 21%( 70%) |
Fire | + 12%( 70%) |
Nature | + 12%( 70%) |
Defense: Immunities
Pinning Resistance | 100% |
Bleed Resistance | 50% |
Disarm Resistance | 25% |
Knockback Resistance | 100% |
Stun Resistance | 10% |
Instadeath Resistance | 100% |
Blind Resistance | 22% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 305 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 388 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat veteran | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Cold drake aspect | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Sand drake aspect | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Wild-gift / Storm drake aspect | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Venom drake aspect | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.50 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Race / Draconian | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Fungus | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Effects
talent | Wild Growth |
talent | Icy Skin |
Quests
You failed to protect the lone alchemist from death by Isuth the skeleton warrior. Escort: lone alchemist (level 2 of Ruins of Kor'Pul) | failed |
You successfully escorted the lost anorithil to the recall portal on level 2 of Old Forest. Escort: lost anorithil (level 2 of Old Forest)As a reward you improved mental save by +4. | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you improved Willpower by +2. | 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 have explored the Old Forest and vanquished Shardskin. * 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 138. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed honey tree root. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Over the last few months, you have been growing in strength. Troubled DreamsLast night, you awoke from a vision of the swamp. You have decided to go there and search for answers. * You have found a necklace made from dragon teeth and awakened your inner power. * Note: rest of this quest is in my TODO queue! | active |
Equipment
On feet | pair of rough leather boots 'Blacksage' (0 def, 1 armour) pair of rough leather boots 'Blacksage' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +2 (+0 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +2% physical +7% fire +6% darkness +6% cold Max.HP +10.00 A pair of boots made of leather. |
Quiver | Void Quiver (0/0, 45-63 power, 30 apr) Void Quiver (0/0, 45-63 power, 30 apr)3.0 T5 arrow ammo [Unique] Arcane Power 45.0 - 63.0 Void Uses 70% Dex, 10% Mag, 50% Str Acc+ +0.2% crit / acc Apr +30 Crit +6.0% Capacity 0 On Hit: 10% Spatial Tether 1 On Hit: 5% Dimensional Anchor 1 An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
Light source | Bokyromilarek Bokyromilarek1.0 T3 lite [Rare] Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +27% acid ---------- misc Light +6 Infravis +2 Telepathy Humanoid/Orc A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | drakeskin leather cap 'Porithra' (9 def, 11 armour) drakeskin leather cap 'Porithra' (9 def, 11 armour)2.0 T5 head armor [Rare] Master While equipped: Stats +7 Str +7 Dex ----- def ----- Armour +11 Defense +9 (+3 eff.) Rng.Def +9 (+3 eff.) Fatigue +5% Phys.save +30 (+9 eff.) Spell.save +6 (+2 eff.) Disease- +15% A cap made of leather. |
Tool | The Cog The Cog0.0 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 | steel ring 'Yarachik' steel ring 'Yarachik'0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +7 (+2 eff.) ----- def ----- Resists +9% mind +3% acid Mind.save +10 (+3 eff.) Disarm- +25% Stun/Frz- +10% Rings can have magical properties. |
On fingers | gold ring 'Morningwend' gold ring 'Morningwend'0.1 T3 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +10% light Res.pen +15% light On Hit (Melee): * 15% chance to blind * 30% chance to inflict 15% damage reduction ----- def ----- Resists +40% light ---------- misc Light +1 Rings can have magical properties. |
Around waist | drakeskin leather belt 'Blastravage' drakeskin leather belt 'Blastravage'1.0 T5 belt armor [Rare] Nature While equipped: dps ---------- Mind.crit +2% Dmg.mod +15% mind +6% lightning Res.pen +25% lightning ----- def ----- HP.reg +2.90 Heal.mod +21% Heal/summ +30 A belt that goes around your waist. |
In main hand | Unstoppable Mauler (48-72 power, 15 apr) Unstoppable Mauler (48-72 power, 15 apr)5.0 T3 greatmaul 2H weapon [Unique] Master Power 48.0 - 72.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +15 Crit +3.0% Atk.spd 100% On Hit: 15% Sunder Armour 3 While equipped: dps ---------- Acc +20 (+6 eff.) ----- def ----- Pinning- +100% Knockbk- +100% Fearless Cleave: Level 3.3 Pwr.cost 18 out of 18/18. Range melee/personal Travel.spd instantaneous Description: Take a step toward your foes using the momentum to cleave all creatures in a 3 wide arc in front of you for 159% weapon damage. If you failed to move the damage is instead 80%. A huge greatmaul of incredible weight. Wielding it, you feel utterly unstoppable. This item has been sent to the Item's Vault. |
On hands | hardened leather gloves 'Isuranor' (9 def, 2 armour) hardened leather gloves 'Isuranor' (9 def, 2 armour)1.0 T3 hands armor [Rare] Master While equipped: Stats +6 Str +5 Mag dps ---------- Phys.pwr +10 (+3 eff.) ----- def ----- Armour +2 Defense +9 (+3 eff.) Rng.Def +9 (+3 eff.) ---------- misc Light +2 Infravis +3 Telepathy Demon/Minor Demon/Major Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | drakeskin leather armour 'Shineonslaught' (5 def, 12 armour) drakeskin leather armour 'Shineonslaught' (5 def, 12 armour)9.0 T5 light armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% blight Res.pen +10% blight Melee Ret 16 blight On Hit (Melee): * 30% chance to blind * 20% chance to disease ----- def ----- Armour +12 Defense +5 (+2 eff.) Fatigue +8% Resists +6% acid +9% cold +9% blight ---------- misc Breathe water A suit of armour made of leather. |
Cloak | Willowgrinder (10 def, 0 armour) Willowgrinder (10 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% nature +6% lightning Res.pen +15% nature On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Defense +10 (+4 eff.) Resists +12% nature Phys.save +7 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Kandil Kandil0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +2 Cun +4 Wil ----- def ----- Resists +11% light +15% darkness Phys.save +6 (+2 eff.) Blind- +22% ---------- misc Light +2 See.Invis +6 Amulets can have magical properties. |
Inventory
movement infusion of the wizard (483% speed; 6 turns) movement infusion of the wizard (483% speed; 6 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 483% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Necklace of Dragon Teeth Necklace of Dragon Teeth0.1 T1 amulet jewelry [Unique] Nature While equipped: Stats +1 Str +1 Con ---------- misc Masteries +0.20 Race/Draconian Commune with nature. Uses 10 power out of 15/15 A tribal necklace made from dragon teeth. You sense primal energies within. |
Sparkstake the copper ring Sparkstake the copper ring0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Res.pen +25% lightning ----- def ----- Resists +6% nature +6% cold Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Rings can have magical properties. |
psionicist's copper ring psionicist's copper ring0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+2 eff.) Rings can have magical properties. |
treant's steel ring of clarity treant's steel ring of clarity0.1 T2 ring jewelry [Ego+] Nature/Psionic While equipped: ----- def ----- Resists +6% nature +6% blight Mind.save +6 (+2 eff.) Poison- +10% Disease- +12% Confus- +22% Rings can have magical properties. |
wizard's steel ring wizard's steel ring0.1 T2 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+1 eff.) Rings can have magical properties. |
shimmering ash magestaff of greater warding (15-18 power, 3 apr, lightning element) shimmering ash magestaff of greater warding (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% lightning ----- def ----- Armour +7 Defense +7 (+3 eff.) ---------- misc Mana/turn +0.13 Max.mana +30.00 Wards +3 lightning Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dwarven-steel battleaxe 'Dusknaught' (32.5-48.75 power, 2 apr) dwarven-steel battleaxe 'Dusknaught' (32.5-48.75 power, 2 apr)3.0 T3 battleaxe 2H weapon [Rare] Nature Power 32.5 - 48.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +6.5% Atk.spd 100% Melee+ +10 temporal +7 nature +8 darkness While equipped: dps ---------- Dmg.mod +6% darkness +15% fire Melee Ret 4 fire On Hit (Melee): * 15% chance to inflict 15% damage reduction ----- def ----- Resists +6% fire Massive two-handed battleaxes. |
Loamspiker the steel greatmaul (30.5-45.75 power, 2 apr) Loamspiker the steel greatmaul (30.5-45.75 power, 2 apr)5.0 T2 greatmaul 2H weapon [Random Unique] Arcane/Psionic Power 30.5 - 45.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.0% Atk.spd 100% Melee+ +12 lightning +10 temporal +9 darkness Against +13% Living On Hit: * 25% chance for lightning to arc to a second target While equipped: dps ---------- Res.pen +5% nature Melee Ret 9 temporal 4 arcane 4 nature ----- def ----- Resists +5% arcane +9% temporal Massive two-handed mauls. |
Polilaith (31.5-47.25 power, 2 apr) Polilaith (31.5-47.25 power, 2 apr)5.0 T2 greatmaul 2H weapon [Rare] Master Power 31.5 - 47.3 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.0% Atk.spd 100% While equipped: dps ---------- Acc +9 (+3 eff.) ----- def ----- Armour +2 Defense +9 (+3 eff.) Resists +3% acid +3% cold +6% mind +12% lightning Disarm- +38% Pinning- +20% Massive two-handed mauls. |
flaming steel greatmaul of massacre (37.5-56.25 power, 2 apr) flaming steel greatmaul of massacre (37.5-56.25 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] Arcane/Master Power 37.5 - 56.3 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.0% Atk.spd 100% On Hit.r1 +10 fire Massive two-handed mauls. |
Xanelle (46-69 power, 2 apr) Xanelle (46-69 power, 2 apr)5.0 T3 greatmaul 2H weapon [Rare] Psionic Power 46.0 - 69.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% Melee+ +12 mind On Hit: * 14% chance to cause random gloom While equipped: Stats +1 Str +3 Wil +5 Cun dps ---------- Acc +4 (+1 eff.) Apr +2 ----- def ----- HP.reg +1.00 Massive two-handed mauls. |
Spelldrinker (27-35.1 power, 8 apr) Spelldrinker (27-35.1 power, 8 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Power 27.0 - 35.1 Physical Uses 45% Str, 5% Mag, 55% Dex Acc+ +0.5% APR / acc Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+4 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Blazestrider (18/18, 14.5-17.4 power, 1 apr) Blazestrider (18/18, 14.5-17.4 power, 1 apr)3.0 T1 shot ammo [Rare] Arcane Power 14.5 - 17.4 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Apr +1 Crit +4.0% Capacity 18 Ranged+ +6 lightning +4 light On Hit.r1 +4 light On Hit: * 40% chance to inflict 15% damage reduction * 20% chance to blind * 25% chance for lightning to arc to a second target Shots are used with slings to pummel your foes to death. |
crackling steel shield of radiance (6 def, 2 armour, 12-14.4 power, 43.5 block) crackling steel shield of radiance (6 def, 2 armour, 12-14.4 power, 43.5 block)7.0 T2 shield armor Reqs Heavy Armour Training 2 [Ego++] Arcane When used to Attack: Power 12.0 - 14.4 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +3.0% Block +44 Melee+ +11 lightning +11 light While equipped: Stats +2 Dex +1 Mag +3 Con dps ---------- On Melee Ret: * 10% chance to daze at end of turn * 10% chance to blind ----- def ----- Armour +2 Defense +6 (+2 eff.) Rng.Def +6 (+2 eff.) Fatigue +8% Resists +11% lightning +11% light ---------- misc Talents +2 Block Handheld deflection devices. |
Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +10% acid +10% nature +10% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+4 eff.) Resists +30% nature Phys.save +10 (+4 eff.) Spell.save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Delurodar the Flashtrial (1 def, 2 armour) Delurodar the Flashtrial (1 def, 2 armour)9.0 T1 light armor [Rare] Master While equipped: dps ---------- Dmg.mod +15% lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +2 Defense +1 (+1 eff.) Fatigue +6% Resists +3% lightning +5% physical Phys.save +11 (+4 eff.) A suit of armour made of leather. |
troll-hide cured leather armour (2 def, 4 armour) troll-hide cured leather armour (2 def, 4 armour)9.0 T2 light armor [Ego+] Nature While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% Max.HP +35.00 HP.reg +3.00 Heal.mod +10% A suit of armour made of leather. |
Iron Mail of Bloodletting (2 def, 4 armour) Iron Mail of Bloodletting (2 def, 4 armour)14.0 T2 heavy armor Reqs Heavy Armour Training [Unique] Arcane While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +0.50 Heal.mod +30% ---------- misc Masteries +0.10 Technique/Bloodthirst Bloodcasting: (Instant) Level 2.0 Pwr.cost 60 out of 60/60. Range 10 Travel.spd instantaneous Is a spell Description: For 4 turns, your corruption spells will consume health instead of vim if their cost is higher than your vim. Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
noble's rough leather belt of the vagrant noble's rough leather belt of the vagrant1.0 T1 belt armor [Ego++] Nature/Master While equipped: Stats +2 Con dps ---------- Mind.pwr +4 (+1 eff.) ----- def ----- D.Red.from +15% Summoned Mind.save +5 (+2 eff.) A belt that goes around your waist. |
hardened leather belt 'Grinorath' hardened leather belt 'Grinorath'1.0 T3 belt armor [Rare] Master While equipped: Stats +8 Dex +2 Wil +5 Cun dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Spell.save +8 (+3 eff.) ---------- misc See.Invis +9 Size +1 A belt that goes around your waist. |
Silumirin the Duathelnull (1 def, 0 armour) Silumirin the Duathelnull (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Con dps ---------- Dmg.mod +12% fire Res.pen +10% darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak of the Shaloren (6 def, 0 armour) enveloping linen cloak of the Shaloren (6 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: Stats +1 Mag +1 Wil ----- def ----- Defense +6 (+2 eff.) Phys.save +7 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Emuda (0 def, 7 armour) Emuda (0 def, 7 armour)1.0 T1 hands armor [Rare] Psionic While equipped: Stats +3 Con dps ---------- Melee+ 6 mind Dmg.mod +4% mind Res.pen +10% physical Melee Ret 8 physical ----- def ----- Armour +7 Resists +6% mind Phys.save +6 (+2 eff.) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves of the juggernaut (0 def, 1 armour) rough leather gloves of the juggernaut (0 def, 1 armour)1.0 T1 hands armor [Ego+] Master While equipped: Stats +2 Con ----- def ----- Armour +1 Phys.save +10 (+4 eff.) Spell.save +3 (+1 eff.) Mind.save +3 (+1 eff.) Disarm- +22% Juggernaut: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Bregyziladir the Deepsvengeance (0 def, 3 armour) Bregyziladir the Deepsvengeance (0 def, 3 armour)1.5 T5 hands armor Reqs Heavy Armour Training [Random Unique] Arcane While equipped: Stats +9 Mag +3 Wil dps ---------- Melee+ 11 light 12 arcane Dmg.mod +7% light +5% arcane Melee Ret 16 darkness On Hit (Melee): * 15% chance to inflict 15% damage reduction ----- def ----- Armour +3 Resists +8% light +4% arcane Disperse Magic: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd instantaneous Is a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light +10% lightning ----- def ----- Resists +10% light +10% lightning Call Lightning: Level 1.0 Pwr.cost 20 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 55.75 to 167.26 lightning damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. |
Lisuba (9 def, 3 armour) Lisuba (9 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +4 Wil ----- def ----- Armour +3 Defense +9 (+3 eff.) Rng.Def +9 (+3 eff.) Fatigue +3% Resists +7% blight +6% cold +9% acid Crit.dmg- 15.00% Phys.save +6 (+2 eff.) Mind.save +10 (+3 eff.) A cap made of leather. |
agate 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. |
spinel 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. |
2 ametrine 2 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. |
4 citrine 4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon 2 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. |
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. |
4 topaz 4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
amethyst 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. |
2 lapis lazuli 2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
garnet garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
316 alchemist agate 316 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. |
Summertide Phial Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (106 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Axe of Fluffy Evil Axe of Fluffy Evil4.0 axe misc [Unique] Unknown Create a ... clockwork gnome. Uses 50 power out of 50/50 It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
dwarven-steel pickaxe 'Murkpulverizer' (dig speed 15 turns) dwarven-steel pickaxe 'Murkpulverizer' (dig speed 15 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +6% acid +9% darkness Res.pen +20% acid Melee Ret 16 acid ----- def ----- Resists +12% acid +7% fire +7% darkness While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
Achievements
By Linhel the Draconian Wyrmic level 19
34th Dusk 122nd year of Ascendancy at 08:04 see stats
By Linhel the Draconian Wyrmic level 5
77th Pyre 122nd year of Ascendancy at 03:39 see stats
By Linhel the Draconian Wyrmic level 14
30th Dusk 122nd year of Ascendancy at 13:38 see stats
By Linhel the Draconian Wyrmic level 24
5th Allure 123rd year of Ascendancy at 08:44 see stats
By Linhel the Draconian Wyrmic level 19
34th Dusk 122nd year of Ascendancy at 07:07 see stats
By Linhel the Draconian Wyrmic level 10
6th Mirth 122nd year of Ascendancy at 12:18 see stats
By Linhel the Draconian Wyrmic level 20
26th Haze 122nd year of Ascendancy at 05:37 see stats
By Linhel the Draconian Wyrmic level 24
5th Allure 123rd year of Ascendancy at 12:20 see stats
By Linhel the Draconian Wyrmic level 9
2nd Mirth 122nd year of Ascendancy at 01:48 see stats
By Linhel the Draconian Wyrmic level 19
34th Dusk 122nd year of Ascendancy at 08:04 see stats
By Linhel the Draconian Wyrmic level 19
34th Dusk 122nd year of Ascendancy at 05:41 see stats
By Linhel the Draconian Wyrmic level 9
1st Mirth 122nd year of Ascendancy at 15:57 see stats
Log
Talent Wing Buffet is ready to use.
Talent Static Field is ready to use.
A poisonous vine strikes at Linhel!
Ran for 3 turns (stop reason: detrimental status effect).
Linhel is poisoned!
Poison vine hits Linhel for 19 nature damage.
Poison from Poison vine hits Linhel for 19 nature damage.
There is a Portal here (press '' or right click to use).
Poison from Poison vine hits Linhel for 19 nature damage.
You cannot go into the wilds with the following effects: Poison
Poison from Poison vine hits Linhel for 19 nature damage.
Poison from Poison vine hits Linhel for 19 nature damage.
Poison from Poison vine hits Linhel for 19 nature damage.
Linhel stops being poisoned.
You gain 25.00 gold from the transmogrification of Helm of the Dwarven Emperors (0 def, 6 armour).
You gain 3.01 gold from the transmogrification of thought-forged dwarven-steel dagger of massacre (22-28.6 power, 7 apr).
You gain 3.55 gold from the transmogrification of insidious steel longsword of vileness (16.5-23.1 power, 3 apr).
There is a Portal to Santascape here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Linhel deactivates Wild Growth.
Linhel deactivates Icy Skin.