Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Logical Alchemists 1.4.6Makes alchemists focus on creating elixirs that you are not currently helping them with. Items Vault 1.5.0Donators/Buyers bonus! 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: 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 Possessor Bonus Class 1.5.4Donators/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 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
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:
Post Effects fixes 1.5.5The addon improves gamefield view during different post effects Here is details about what been changed: 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. 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. 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:
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. 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 | Higher |
Class | Bulwark |
Level / Exp | 18 / 61% |
Size | medium |
Lifes / Deaths | Killed by Shedharak the Bringer of Doom at level 9 on the 6th Mirth 122nd year of Ascendancy at 01:45 0 / 6Killed by Shedharak the Bringer of Doom at level 9 on the 6th Mirth 122nd year of Ascendancy at 06:06 Killed by Shedharak the Bringer of Doom at level 9 on the 6th Mirth 122nd year of Ascendancy at 11:54 Killed by Kayn at level 10 on the 7th Mirth 122nd year of Ascendancy at 11:20 Killed by gwelgoroth at level 16 on the 5th Dusk 122nd year of Ascendancy at 17:00 Killed by Urkis, the High Tempest at level 18 on the 19th Dusk 122nd year of Ascendancy at 07:04 |
Primary Stats
Strength | 51 (base 46) |
Dexterity | 47 (base 46) |
Constitution | 52 (base 46) |
Magic | 40 (base 35) |
Willpower | 41 (base 35) |
Cunning | 51 (base 46) |
Resources
Life | -22/969 |
Stamina | 234/234 |
Healing Factor | 1.4637837837838 |
Regeneration | 52.456378847057 |
Speed
Mental | +7.3% |
Attack | +7.2999999999999% |
Movement | +34% |
Spell | +7.2999999999999% |
Global | +104.9% |
Vision
Sight | 15 |
Lite | 10 |
Infravision | 9 |
See Stealth | 67.228472466426 |
See Invisible | 80.228472466426 |
ESP Range | 15 |
ESP Kinds | humanoid/human, dragon |
Offense: Mainhand
Damage | 69 |
Accuracy | 53 |
Crit Chance | 27% |
APR | 3 |
Speed | 0.93 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 45 |
Crit Chance | 24% |
Speed | 0.93196644920783 |
Offense: Mind
Mindpower | 49 |
Crit Chance | 24% |
Speed | 0.93196644920783 |
Offense: Damage Bonus
Light | +6% |
Acid | +11% |
Defense: Base
Armour (hardiness) | 70.746088810788 (100%) |
Defense | 38 |
Ranged Defense | 41 |
Fatigue | 42 |
Physical Save | 46 |
Spell Save | 58 |
Mental Save | 30 |
Defense: Resistances
Nature | + 26%( 70%) |
Acid | + 39%( 70%) |
Fire | + 28%( 70%) |
Darkness | + 20%( 70%) |
Cold | + 20%( 70%) |
Arcane | + 18%( 70%) |
Mind | + 3%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 90% |
Confusion Resistance | 15% |
Blind Resistance | 63% |
Instadeath Resistance | 100% |
Knockback Resistance | 60% |
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: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 245 life over 5 turns. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 and reflecting at most 300 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Technique / Shield defense | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Technique / Conditioning | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Higher | 1.00 |
| 2/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Combat training | 1.50 |
| 0/5 |
| 5/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 3/5 |
Effects
talent | Shield Wall |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
beneficial effect | Detects creatures of type humanoid/human in radius 15. Overseer of Nations |
detrimental effect | The target is hexed, granting it 36% chance each turn to be dazed for 3 turns. Pacification Hex |
detrimental effect | On death will restore to the source up to 10 times the vim's worth. Bleak Outcome |
beneficial effect | A flow of life spins around the target, regenerating 25.50 life per turn. Regeneration |
beneficial effect | Increases the effectiveness of all healing the target receives by 18%. Empowered Healing |
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 |
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)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 Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)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 have explored the Old Forest and vanquished Wrathroot. * 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 |
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. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Equipment
On feet | pair of rough leather boots of tirelessness (0 def, 1 armour) pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Fatigue +1% ---------- misc Stam/turn +0.40 Max.stam +10.00 A pair of boots made of leather. |
Light source | bright brass lantern of clarity bright brass lantern of clarity2.0 T1 lite [Ego] Master/Psionic While equipped: ----- def ----- Mind.save +7 (+3 eff.) ---------- misc Light +4 See.Stealth +7 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 | Quasit's Skull (0 def, 12 armour) Quasit's Skull (0 def, 12 armour)3.0 T2 head armor [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+4 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
On hands | iron gauntlets (0 def, 1 armour) iron gauntlets (0 def, 1 armour)1.5 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
On fingers | wizard's copper ring of sensing wizard's copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+2 eff.) Blind- +23% ---------- misc Infravis +4 See.Stealth +5 See.Invis +7 Rings can have magical properties. |
On fingers | Glowonslaught the steel ring Glowonslaught the steel ring0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% acid +6% light Melee Ret 12 light ----- def ----- Resists +22% acid +15% fire Rings can have magical properties. |
Around neck | Withering Orbs Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
In main hand | arcing steel waraxe (13.5-18.9 power, 3 apr) arcing steel waraxe (13.5-18.9 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane Power 13.5 - 18.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% Melee+ +6 lightning On Hit: * 25% chance for lightning to arc to a second target One-handed war axes. |
Around waist | Sewertrencher Sewertrencher1.0 T1 belt armor [Rare] Nature While equipped: Stats +5 Cun +2 Con ----- def ----- Resists +6% nature Max.HP +31.00 ---------- misc Light +3 See.Invis +12 A belt that goes around your waist. |
In off hand | Wrathroot's Barkwood (9 def, 10 armour, 24-33.6 power, 60 block) Wrathroot's Barkwood (9 def, 10 armour, 24-33.6 power, 60 block)7.0 T2 shield armor [Unique] Nature When used to Attack: Power 24.0 - 33.6 Physical Uses 150% Str Acc+ +2.5% procs dam / acc Crit +2.0% Block +60 While equipped: ----- def ----- Armour +10 Defense +9 (+4 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +3 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
Cloak | linen cloak 'Cyrilemira' (1 def, 0 armour) linen cloak 'Cyrilemira' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +4 Str +1 Mag +3 Wil +1 Con dps ---------- Melee Ret 12 mind ----- def ----- Defense +1 (+1 eff.) ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Xuba the steel plate armour (10 def, 9 armour) Xuba the steel plate armour (10 def, 9 armour)17.0 T2 massive armor [Rare] Arcane While equipped: dps ---------- Melee+ 11 acid 11 fire Melee Ret 10 acid 10 fire ----- def ----- Armour +9 Defense +10 (+4 eff.) Rng.Def +6 (+2 eff.) Fatigue +22% Resists +17% acid +13% fire +3% mind Crit.dmg- 10.00% Phys.save +3 (+1 eff.) Confus- +15% ---------- misc Telepathy Dragon A suit of armour made of metal plates. |
Inventory
sun infusion (rad 6; power 20; turns 5; dispels darkness) sun infusion (rad 6; power 20; turns 5; dispels darkness)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 20) for 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
biting gale rune (30 cold damage; freeze 3 turns with power 20) biting gale rune (30 cold damage; freeze 3 turns with power 20)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 30.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 20 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune (absorb 93 for 3 turns) shielding rune (absorb 93 for 3 turns)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 93 damage for 3 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune of the titan (radius 10; dur 13; see horror) vision rune of the titan (radius 10; dur 13; see horror)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Spell (93% of a turn) Is a spell Description: Activate the rune to get a vision of the area surrounding you (10 radius) and to allow you to see invisible and stealthed creatures (power 20) for 13 turns. Your mind will become more receptive for 13 turns, allowing you to sense any horror around. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
ash magestaff of fate (15-18 power, 3 apr, lightning element) ash magestaff of fate (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 +5% Spell.pwr +6 (+2 eff.) Dmg.mod +15% lightning ----- def ----- Phys.save +7 (+2 eff.) Spell.save +7 (+2 eff.) Mind.save +6 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
blazebringer's steel greatsword (22.5-36 power, 2 apr) blazebringer's steel greatsword (22.5-36 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego+] Nature Power 22.5 - 36.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% On Crit.r2 +7 fire While equipped: dps ---------- All.spd +3% Res.pen +12% fire Massive two-handed swords. |
flaming steel greatsword of massacre (33-52.8 power, 2 apr) flaming steel greatsword of massacre (33-52.8 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Arcane/Master Power 33.0 - 52.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% On Hit.r1 +13 fire Massive two-handed swords. |
steel greatsword (26-41.6 power, 2 apr) steel greatsword (26-41.6 power, 2 apr)3.0 T2 greatsword 2H weapon [Normal] Power 26.0 - 41.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Massive two-handed swords. |
steel greatsword of projection (27-43.2 power, 2 apr) steel greatsword of projection (27-43.2 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego+] Psionic Power 27.0 - 43.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Massive two-handed swords. |
steel longsword of amnesia (16-22.4 power, 3 apr) steel longsword of amnesia (16-22.4 power, 3 apr)3.0 T2 longsword 1H weapon [Ego+] Psionic Power 16.0 - 22.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% On Hit: * 25% chance to put talents on cooldown While equipped: Sharp, long, and deadly. |
Stokehunger the dwarven-steel mace (45-63 power, 4 apr) Stokehunger the dwarven-steel mace (45-63 power, 4 apr)3.0 T3 mace 1H weapon [Random Unique] Disrupt/Master Power 45.0 - 63.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% Melee+ +9 nature On Hit: * 25% chance to remove a magical effect While equipped: Stats +2 Cun +2 Con dps ---------- Melee Ret 12 fire ----- def ----- Resists +3% fire Blunt and deadly. |
hateful iron waraxe of paradox (10-14 power, 2 apr) hateful iron waraxe of paradox (10-14 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Arcane/Psionic Power 10.0 - 14.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +7 darkness +6 temporal Against +5% Living While equipped: dps ---------- Melee Ret 5 temporal ----- def ----- Resists +5% temporal One-handed war axes. |
arcing steel dagger (11.5-14.95 power, 6 apr) arcing steel dagger (11.5-14.95 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Arcane Power 11.5 - 15.0 Physical Uses 45% Dex, 45% Str Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +5 lightning On Hit: * 25% chance for lightning to arc to a second target Sharp, short and deadly. |
flaming steel dagger (12.5-16.25 power, 6 apr) flaming steel dagger (12.5-16.25 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Arcane Power 12.5 - 16.3 Physical Uses 45% Dex, 45% Str Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +4 fire Sharp, short and deadly. |
steel dagger 'Phoenixonslaught' (18-23.4 power, 6 apr) steel dagger 'Phoenixonslaught' (18-23.4 power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Master Power 18.0 - 23.4 Physical Uses 45% Str, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +4 fire On Hit.r1 +8 fire While equipped: dps ---------- On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +6% lightning +6% temporal +5% arcane Sharp, short and deadly. |
ash longbow ash longbow4.0 T2 longbow 2H weapon Reqs Shoot [Normal] Acc+ +0.2% crit / acc Atk.spd 125% Range +7 Longbows are used to shoot arrows at your foes. |
mighty ash longbow mighty ash longbow4.0 T2 longbow 2H weapon Reqs Shoot [Ego] Master Acc+ +0.2% crit / acc Atk.spd 125% Range +7 While equipped: Stats +3 Str dps ---------- Phys.pwr +11 (+3 eff.) Longbows are used to shoot arrows at your foes. |
mighty ash longbow mighty ash longbow4.0 T2 longbow 2H weapon Reqs Shoot [Ego] Master Acc+ +0.2% crit / acc Atk.spd 125% Range +7 While equipped: Stats +3 Str dps ---------- Phys.pwr +9 (+2 eff.) Longbows are used to shoot arrows at your foes. |
cured leather sling cured leather sling4.0 T2 sling 1H weapon Reqs Shoot [Normal] Acc+ +0.1% dam / acc Atk.spd 125% Range +7 Slings are used to hurl stones or metal shots at your foes. |
pouch of steel shots (24/24, 18-21.6 power, 2 apr) pouch of steel shots (24/24, 18-21.6 power, 2 apr)3.0 T2 shot ammo [Normal] Power 18.0 - 21.6 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Apr +2 Crit +4.5% Capacity 24 Shots are used with slings to pummel your foes to death. |
iron shield 'Wildslice' (4 def, 2 armour, 9-10.8 power, 21 block) iron shield 'Wildslice' (4 def, 2 armour, 9-10.8 power, 21 block)7.0 T1 shield armor [Rare] Nature When used to Attack: Power 9.0 - 10.8 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +2.5% Block +21 Melee+ +10 cold While equipped: dps ---------- Melee+ 5 cold Melee Ret 10 ice On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +2 Defense +4 (+2 eff.) Rng.Def +4 (+1 eff.) Fatigue +6% Resists +12% fire +3% darkness +3% nature ---------- misc Talents +1 Block Handheld deflection devices. |
reinforced iron shield of cold resistance (+16%) (4 def, 6 armour, 10-12 power, 42 block) reinforced iron shield of cold resistance (+16%) (4 def, 6 armour, 10-12 power, 42 block)7.0 T1 shield armor [Ego] Master When used to Attack: Power 10.0 - 12.0 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +2.5% Block +42 While equipped: ----- def ----- Armour +6 Defense +4 (+2 eff.) Rng.Def +4 (+1 eff.) Fatigue +6% Resists +16% cold ---------- misc Talents +1 Block Handheld deflection devices. |
crackling steel shield (6 def, 2 armour, 17.5-21 power, 41 block) crackling steel shield (6 def, 2 armour, 17.5-21 power, 41 block)7.0 T2 shield armor [Ego+] Arcane When used to Attack: Power 17.5 - 21.0 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +3.0% Block +41 Melee+ +11 lightning While equipped: Stats +2 Dex dps ---------- On Melee Ret: * 12% chance to daze at end of turn ----- def ----- Armour +2 Defense +6 (+3 eff.) Rng.Def +6 (+2 eff.) Fatigue +8% Resists +12% lightning ---------- misc Talents +2 Block Handheld deflection devices. |
reinforced steel shield of patience (6 def, 6 armour, 15-18 power, 67 block) reinforced steel shield of patience (6 def, 6 armour, 15-18 power, 67 block)7.0 T2 shield armor [Ego+] Arcane/Master When used to Attack: Power 15.0 - 18.0 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +3.0% Block +67 Melee+ +11 temporal While equipped: dps ---------- Melee Ret 11 temporal ----- def ----- Armour +6 Defense +6 (+3 eff.) Rng.Def +6 (+2 eff.) Fatigue +8% Resists +11% temporal ---------- misc Talents +2 Block Time Shield: (Instant) Puts all charms on 27 cooldown Level 4.0 Pwr.cost 27 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (372) is absorbed, or the time runs out (9 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 48%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
reinforced steel shield of radiance (6 def, 6 armour, 10.5-12.6 power, 73.5 block) reinforced steel shield of radiance (6 def, 6 armour, 10.5-12.6 power, 73.5 block)7.0 T2 shield armor [Ego+] Arcane/Master When used to Attack: Power 10.5 - 12.6 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +3.0% Block +74 Melee+ +12 light While equipped: Stats +4 Con +2 Mag dps ---------- On Melee Ret: * 13% chance to blind ----- def ----- Armour +6 Defense +6 (+3 eff.) Rng.Def +6 (+2 eff.) Fatigue +8% Resists +11% light ---------- misc Talents +2 Block Handheld deflection devices. |
shocking steel shield (6 def, 2 armour, 11.5-13.8 power, 38.5 block) shocking steel shield (6 def, 2 armour, 11.5-13.8 power, 38.5 block)7.0 T2 shield armor [Ego] Nature When used to Attack: Power 11.5 - 13.8 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +3.0% Block +38 On Hit: * 12% chance to daze at end of turn While equipped: dps ---------- Melee+ 6 lightning Melee Ret 12 lightning ----- def ----- Armour +2 Defense +6 (+3 eff.) Rng.Def +6 (+2 eff.) Fatigue +8% ---------- misc Talents +2 Block Handheld deflection devices. |
verdant woollen robe of nature (+18%) (0 def, 0 armour) verdant woollen robe of nature (+18%) (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +19% nature ----- def ----- Resists +18% nature Poison- +20% Disease- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spiked cured leather armour of temporal resistance (2 def, 4 armour) spiked cured leather armour of temporal resistance (2 def, 4 armour)9.0 T2 light armor [Ego] Arcane/Master While equipped: dps ---------- Melee Ret 10 physical ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% Resists +17% temporal A suit of armour made of leather. |
iron mail armour of fire resistance (2 def, 4 armour) iron mail armour of fire resistance (2 def, 4 armour)14.0 T1 heavy armor [Ego] Master While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +16% fire A suit of armour made of mail. |
rejuvenating iron mail armour (2 def, 4 armour) rejuvenating iron mail armour (2 def, 4 armour)14.0 T1 heavy armor [Ego] Nature While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% HP.reg +2.40 ---------- misc Stam/turn +0.60 A suit of armour made of mail. |
spiked steel mail armour of lightning resistance (2 def, 6 armour) spiked steel mail armour of lightning resistance (2 def, 6 armour)14.0 T2 heavy armor [Ego] Master While equipped: dps ---------- Melee Ret 10 physical ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +14% Resists +17% lightning A suit of armour made of mail. |
steel mail armour of the deep (2 def, 8 armour) steel mail armour of the deep (2 def, 8 armour)14.0 T2 heavy armor [Ego+] Nature While equipped: ----- def ----- Armour +8 Defense +2 (+1 eff.) Fatigue +14% Resists +7% acid +8% cold ---------- misc Breathe water A suit of armour made of mail. |
spiked steel plate armour of temporal resistance (4 def, 9 armour) spiked steel plate armour of temporal resistance (4 def, 9 armour)17.0 T2 massive armor [Ego] Arcane/Master While equipped: dps ---------- Melee Ret 12 physical ----- def ----- Armour +9 Defense +4 (+2 eff.) Fatigue +22% Resists +15% temporal A suit of armour made of metal plates. |
dwarven-steel plate armour of the deep (5 def, 13 armour) dwarven-steel plate armour of the deep (5 def, 13 armour)17.0 T3 massive armor [Ego+] Nature While equipped: ----- def ----- Armour +13 Defense +5 (+2 eff.) Fatigue +24% Resists +5% acid +5% cold ---------- misc Breathe water A suit of armour made of metal plates. |
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 +2 Wil +1 Mag ----- def ----- Defense +6 (+3 eff.) Phys.save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
bladed iron helm of absorption (0 def, 3 armour) bladed iron helm of absorption (0 def, 3 armour)3.0 T1 head armor [Ego+] Nature/Master While equipped: Stats +3 Str dps ---------- Melee Ret 6 physical ----- def ----- Armour +3 Fatigue +5% ---------- misc Stam/ret +0.90 Equi/ret +0.80 Skullcracker: Puts all charms on 18 cooldown Level 3.0 Pwr.cost 18 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 158.1 Physical damage. If the attack hits, the target is confused (41% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
bladed iron helm of trickery (0 def, 3 armour) bladed iron helm of trickery (0 def, 3 armour)3.0 T1 head armor [Ego++] Master While equipped: Stats +2 Str +2 Dex +3 Cun dps ---------- Apr +5 Melee Ret 5 physical ----- def ----- Armour +3 Fatigue +5% Skullcracker: Puts all charms on 18 cooldown Level 3.0 Pwr.cost 18 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 158.1 Physical damage. If the attack hits, the target is confused (41% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
cleansing iron helm (0 def, 3 armour) cleansing iron helm (0 def, 3 armour)3.0 T1 head armor [Ego] Disrupt While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +6% nature +6% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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. |
5 spinel 5 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. |
4 ametrine 4 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. |
5 citrine 5 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. |
zircon 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. |
10 aquamarine 10 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. |
7 opal 7 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. |
9 topaz 9 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 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. |
13 amethyst 13 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. |
woodsman's iron pickaxe (dig speed 38 turns) woodsman's iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature 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 (2/2) Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 182 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. |
quick elm totem of thorny skin [power 15] (14 cooldown) quick elm totem of thorny skin [power 15] (14 cooldown)2.0 T1 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30% Puts all charms on 14 cooldown Natural totems are made by powerful wilders to store nature power. |
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. |
Heart of the Sandworm Queen Heart of the Sandworm Queen0.0 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. |
Achievements
By Kayn the Higher Bulwark level 9
6th Mirth 122nd year of Ascendancy at 14:04 see stats
By Kayn the Higher Bulwark level 10
7th Mirth 122nd year of Ascendancy at 04:29 see stats
By Kayn the Higher Bulwark level 11
1st Summertide 122nd year of Ascendancy at 19:26 see stats
By Kayn the Higher Bulwark level 15
2nd Dusk 122nd year of Ascendancy at 13:07 see stats
Log
Kayn resists!
Urkis, the High Tempest's Shock hits Kayn for 113 lightning damage.
Kayn has finished recovering.
Kayn's adrenaline surge has come to an end.
Kayn hits Xanokira the venom drake for 78 physical, 6 lightning, 11 fire (95 total damage).
Xanokira the venom drake hits Kayn for 9 acid damage.
Urkis, the High Tempest casts Ice Shards.
Kayn killed Xanokira the venom drake!
Bleeding from Salemina the snow giant hits Urkis, the High Tempest for 9 physical damage.
Thunderstorm hits Kayn for 30 lightning damage.
Urkis, the High Tempest's Ice Shards hits Kayn for 84 cold damage.
Kayn casts Rune: Reflection Shield.
A shield forms around Kayn.
Kayn picks up (b.): biting gale rune (30 cold damage; freeze 3 turns with power 20).
Urkis, the High Tempest casts Lightning.
Kayn resists!
Kayn reflects damage back to Urkis, the High Tempest!
Kayn hits Urkis, the High Tempest for 33 reflected, 174 reflected (207 total damage).
Bleeding from Salemina the snow giant hits Urkis, the High Tempest for 9 physical damage.
Urkis, the High Tempest hits Kayn for (174 absorbed), 0 lightning (0 total damage).
Thunderstorm hits Kayn for (33 absorbed), 0 lightning (0 total damage).
Kayn hits Urkis, the High Tempest for 77 physical, 0 lightning, 10 fire, 5 mind, 11 acid (103 total damage).
Urkis, the High Tempest stops bleeding.
Urkis, the High Tempest casts Freeze.
Your shield crumbles under the damage!
The shield around Kayn crumbles.
Saving game...