











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Items Vault 1.7.6Donators/Buyers bonus! Communist Artifacts 1.7.4Equalizes the rarity of all artifacts, because I'm sick of seeing Girdle of the Calm Waters in egress. 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! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Mage Knight Unofficial 1.7.6UNOFFICIAL update. Attempting to fix broken talent script that causes game to lock out when NPCs load in with talent. Please let me know if you find any broken scripts and let me know along with the error log and I will see if I can resolve it, though don't expect the world as I have little specific coding knowledge for ToME; I may be able to resolve basic errors but I don't know if I can restore broken and non-functional talent effects. :') If the original creator wishes for me to remove this please let me know and I will do so, in spite of the original mod being wholly abandoned. Adds the Mage Knight metaclass, and its six sub-classes. This addon also includes several miscellaneous options available in the Mage Knight Plus tab of the Game Options menu. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are stealthy, mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Mind Knight |
| Level / Exp | 8 / 94% |
| Size | medium |
| Lifes / Deaths | Killed by skeleton master archer at level 8 on the 1st Mirth 122nd year of Ascendancy at 04:23 / 1 |
Primary Stats
| Strength | 20 (base 14) |
| Dexterity | 10 (base 10) |
| Constitution | 12 (base 10) |
| Magic | 26 (base 14) |
| Willpower | 29 (base 25) |
| Cunning | 20 (base 10) |
Resources
| Life | -32/194 |
| Essence | 100/100 |
| Healing Factor | 1.1291526171258 |
| Regeneration | 4.7988986227844 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 37 |
| Accuracy | 44 |
| Crit Chance | 18% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 19 |
| Accuracy | 44 |
| Crit Chance | 20% |
| APR | 7 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 26.5 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 48 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +12% |
| Acid | +10% |
| Light | +25% |
| Temporal | +42% |
| Lightning | +10% |
| Physical | +5% |
| Mind | +15% |
| Nature | +5% |
Offense: Damage Penetration
| Acid | +15% |
| Lightning | +5% |
| Physical | +15% |
| Cold | +15% |
| Mind | +10% |
Defense: Base
| Armour (hardiness) | 14 (42%) |
| Defense | 33 |
| Ranged Defense | 33 |
| Fatigue | 19 |
| Physical Save | 29 |
| Spell Save | 31 |
| Mental Save | 29 |
Defense: Resistances
| Acid | + 26%( 80%) |
| Blight | + 14%( 70%) |
| Physical | + 29%( 75%) |
| Cold | + 3%( 70%) |
| All | 0%( 70%) |
| Darkness | + 39%( 66%) |
| Light | + 30%( 80%) |
| Temporal | + 13%( 70%) |
| Mind | + 22%( 76%) |
| Nature | + 22%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Poison Resistance | 23% |
| Confusion Resistance | 11% |
Inscriptions (3/3)
| 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 171 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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: HealingUse 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 instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Psionic / Mindstalking | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Psionic / Psychic Attack | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Astral Projections | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Weapons Master | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Flexible Combat Training | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Technique / Combat Casting | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you gained knowledge of tinker technology. | 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 |
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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
Equipment
| On feet | Frigidlace the pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Damage +6% mind +9% cold Ignore resists +5% lightning +15% cold defense ------ Armor +3 Fatigue +2% Resistance +3% cold Life Regen +1.00 Healmod +11% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | 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. |
| On head | spellwoven linen wizard hat of time (+10%) (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Arcane While equipped: offense ------ Spell Crit +2% Spellpower +2 (+0 eff.) Damage +10% temporal defense ------ Defense +1 (+0 eff.) Resistance +10% temporal other ------- Mana/turn +0.11 A pointy cloth hat, very wizardly... |
| Tool | woodsman's iron pickaxe (dig speed 40 turns)3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str offense ------ Damage +5% nature defense ------ Resistance +10% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | savior's gold ring0.1 Encumbrance T3 ring jewelry [Ego] Master While equipped: defense ------ Physical save +8 (+4 eff.) Spell save +8 (+4 eff.) Mind save +6 (+3 eff.) Rings make your fingers look great! |
| On fingers | steel ring 'Chamudunarain'0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: Stats +2 Con offense ------ Damage +12% temporal defense ------ Resistance +3% temporal Physical save +4 (+2 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Rings make your fingers look great! |
| Around neck | cleansing stralite amulet of willpower (+2)0.1 Encumbrance T4 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +2 Wil defense ------ Resistance +12% nature +14% blight Poison Resist +23% Disease Resist +20% Amulets make your neck look great! |
| In main hand | Deepsoracle (120% power, 4 apr, temporal element)5.0 Encumbrance T3 staff 1H weapon [Rare] Master Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Flexible Weapon Training Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Physical Crit +6.0% Spell Crit +5% Physical Power +5 (+2 eff.) Spellpower +15 (+2 eff.) Damage +9% mind +20% temporal Ignore resists +10% mind Accuracy +8 (+3 eff.) On-Hit (Melee): * 10% chance to reduce armor by 25% defense ------ Resistance +3% darkness other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Stone Gauntlets of Harkor'Zun (0 def, 7 armour)7.0 Encumbrance T3 hands armor [Unique] Arcane While equipped: offense ------ Damage +10% acid +5% physical Ignore resists +15% acid +15% physical defense ------ Armor +7 Fatigue +10% Resistance +20% acid +10% physical Max Resistance +10% acid +5% physical other ------- Cooldown Clinch -2 Unarmed combat: Weapon Damage 132% Range: 1.0x-1.4x Uses 0% Dex, 0% Cun, 120% Mag 0% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +5.0% Attack Speed 83% On-hit +10 acid On Hit: 10% Corrosive Mist level 1 On Hit: 20% Earthen Missiles level 3 Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
| In off hand | Stormlash (115% power, 7 apr)3.0 Encumbrance T1 whip 1H weapon [Unique] Arcane Weapon Damage 115% Range: 1.0x-1.1x Uses 100% Mag, 0% Dex Damage Physical Mastery Flexible Weapon Training Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +7 Critical Rate +5.0% Attack Speed 125% Damage Conversion 50% dazing lightning On Critical: * Focus the lightning forces on an enemy While equipped: offense ------ Damage +10% lightning Accuracy +7 (+3 eff.) Strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 13.32 to 39.97 lightning damage (based on Magic and Dexterity). Uses 10 power out of 10/10 This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
| Cloak | Radiance (15 def, 0 armour)2.0 Encumbrance T5 cloak armor [Unique] Arcane While equipped: Stats +10 Cun +10 Mag offense ------ Spellpower +20 (+4 eff.) Damage +25% light When Hit 30 blinding light defense ------ Defense +15 (+7 eff.) Resistance +30% light +30% darkness Max Resistance +10% light Category Bonus +0.20 Celestial This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
| Main armor | cured leather armour 'Frozensweep' (6 def, 4 armour)9.0 Encumbrance T2 light armor [Rare] Master While equipped: Stats +5 Str +2 Mag +2 Wil offense ------ Damage +3% cold defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Resistance +6% acid +7% physical +10% darkness other ------- Light +1 Infravision +1 Track: Puts all charms on 30 turn cooldown Effective talent level: 2.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 13 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
Inventory
regeneration infusion (heal 60; 17 cd)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
acid wave rune of the duelist (damage 57; dur 4; cd 21)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 21 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 57.20 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune (range 3; phase 10; cd 14)0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 3 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 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 10%, your defense is increased by 10 and all your resistances by 10%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune (regen 600% over 10 turns; mana 30; cd 14)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 600% for 10 turns (7 total) and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 20; cd 17)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 17 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 20 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 22; cd 13)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 13 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 22 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the titan (absorb 41; cd 22)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 22 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 41 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 146; dur 3; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 146 damage for 3 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 129; dur 3; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 129 damage for 3 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the wizard (range 46; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 46 with a minimum range of 15. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Tundraschism0.1 Encumbrance T2 ring jewelry [Rare] Arcane While equipped: offense ------ Ignore resists +20% acid +15% cold defense ------ Resistance +12% acid +10% fire +10% cold +3% nature +12% lightning Rings make your fingers look great! |
Tarrorak the Tempestwilter (126% power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Rare] Nature Weapon Damage 127% Range: 1.0x-1.5x Uses 120% Mag, 0% Str Damage Physical Mastery Flexible Weapon Training Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-hit +8 lightning On-Hit, radius 1 +12 lightning On-crit, radius 2 +7 fire While equipped: offense ------ Global Speed +3% Ignore resists +5% lightning +10% fire defense ------ Unlife -60.00 life Massive two-handed battleaxes. |
arcing iron battleaxe of massacre (129% power, 1 apr)3.0 Encumbrance T1 battleaxe 2H weapon [Ego] Arcane/Master Weapon Damage 129% Range: 1.0x-1.5x Uses 120% Mag, 0% Str Damage Physical Mastery Flexible Weapon Training Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 44 damage Massive two-handed battleaxes. |
iron greatmaul (118% power, 1 apr)5.0 Encumbrance T1 greatmaul 2H weapon [Normal] Weapon Damage 118% Range: 1.0x-1.5x Uses 120% Mag, 0% Str Damage Physical Mastery Flexible Weapon Training Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +0.5% Attack Speed 100% Massive two-handed mauls. |
hateful iron greatsword of paradox (118% power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Ego] Arcane/Psionic Weapon Damage 118% Range: 1.0x-1.6x Uses 120% Mag, 0% Str Damage Physical Mastery Flexible Weapon Training Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% On-hit +10 darkness +10 temporal Damage Against +7% Living While equipped: defense ------ Resistance +9% temporal Massive two-handed swords. |
iron greatsword 'Shockwrecker' (113% power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Rare] Master Weapon Damage 113% Range: 1.0x-1.6x Uses 120% Mag, 0% Str Damage Physical Mastery Flexible Weapon Training Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% On-Hit, radius 1 +12 lightning On Hit: * 10% chance to slow global speed by 57% While equipped: offense ------ Ignore resists +10% cold +9% all Accuracy +7 (+3 eff.) Ignore Armor +9 defense ------ Resistance +3% cold Massive two-handed swords. |
Corpsebow4.0 Encumbrance T2 longbow 2H weapon Reqs Shoot [Unique] Arcane/Nature Weapon Damage 66% Range: 1.0x-1.1x Uses 0% Mag Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 On Hit: 25% Epidemic level 1 On Hit: 25% Cyst Burst level 1 While equipped: offense ------ Spellpower +10 (+2 eff.) On-Ranged-Hit 20 blight Damage +20% blight On-Hit (Ranged): * 40% chance to reduce strength, dexterity, and constitution by 15 defense ------ Disease Resist +50% A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
The Black Spike (159% power, 20 apr)3.0 Encumbrance T5 longsword 1H weapon Reqs Mag 40 [Unique] Arcane Weapon Damage 160% Range: 1.0x-1.4x Uses 100% Mag, 0% Str Damage Physical Mastery Flexible Weapon Training Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +20 Critical Rate +5.0% Attack Speed 100% Damage Conversion 50% darkness While equipped: Stats +10 Str +8 Mag offense ------ Damage +25% darkness Ignore resists +15% darkness defense ------ Resistance +18% darkness +12% blight other ------- Shadow Power +5 Increases all damage penetration by 1% for each point of your Shadow Power. "All the better to pierce the heart of the world." |
iron longsword (103% power, 2 apr)3.0 Encumbrance T1 longsword 1H weapon [Normal] Weapon Damage 104% Range: 1.0x-1.4x Uses 100% Mag, 0% Str Damage Physical Mastery Flexible Weapon Training Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% Sharp, long, and deadly. |
iron longsword (107% power, 2 apr)3.0 Encumbrance T1 longsword 1H weapon [Normal] Weapon Damage 107% Range: 1.0x-1.4x Uses 100% Mag, 0% Str Damage Physical Mastery Flexible Weapon Training Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% Sharp, long, and deadly. |
iron longsword (107% power, 2 apr)3.0 Encumbrance T1 longsword 1H weapon [Normal] Weapon Damage 107% Range: 1.0x-1.4x Uses 100% Mag, 0% Str Damage Physical Mastery Flexible Weapon Training Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% Sharp, long, and deadly. |
enhanced iron mace of dampening (107% power, 2 apr)3.0 Encumbrance T1 mace 1H weapon [Ego+] Nature/Disrupt Weapon Damage 107% Range: 1.0x-1.4x Uses 100% Mag, 0% Str Damage Physical Mastery Flexible Weapon Training Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% While equipped: Stats +3 Str +3 Dex +4 Mag +3 Wil +3 Cun +3 Con defense ------ Resistance +8% acid +7% lightning +8% cold +7% fire +3% all Spell save +6 (+3 eff.) Blunt and deadly. |
ash magestaff of warding (111% power, 3 apr, lightning element)5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Flexible Weapon Training Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+1 eff.) Damage +15% lightning defense ------ Armor +5 Defense +4 (+2 eff.) other ------- Wards +2 lightning Talents +1 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent elm magestaff (107% power, 2 apr, lightning element)5.0 Encumbrance T1 staff 2H weapon [Ego] Arcane Weapon Damage 107% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Flexible Weapon Training Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +6 (+1 eff.) Damage +13% lightning other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
enveloping cashmere cloak of Iron Throne (8 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego] Master While equipped: Stats +2 Str +2 Con defense ------ Defense +8 (+4 eff.) Physical save +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
regal linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Psionic While equipped: Stats +3 Wil defense ------ Defense +1 (+0 eff.) Mind save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots of invasion (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego+] Master While equipped: offense ------ Physical Crit +1.0% Physical Power +3 (+1 eff.) Ignore resists +5% physical defense ------ Armor +1 A pair of boots made of leather. |
polar iron gauntlets of strength (+3) (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Str offense ------ Physical Power +6 (+2 eff.) On-Hit 5 cold Damage +3% cold defense ------ Armor +1 Fatigue +1% Resistance +5% cold Unarmed combat: Weapon Damage 104% Range: 1.0x-1.4x Uses 0% Dex, 0% Cun, 120% Mag 0% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% On-crit, radius 2 +5 ice On Hit: 10% Ice Breath level 1 Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves of magic (+2) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Arcane While equipped: Stats +2 Mag offense ------ Damage +3% arcane defense ------ Armor +1 Unarmed combat: Weapon Damage 95% Range: 1.0x-1.1x Uses 0% Dex, 0% Cun, 120% Mag 0% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% On-hit +4 arcane On-crit, radius 2 +5 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves of magic (+3) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Arcane While equipped: Stats +3 Mag offense ------ Damage +4% arcane defense ------ Armor +1 Unarmed combat: Weapon Damage 93% Range: 1.0x-1.1x Uses 0% Dex, 0% Cun, 120% Mag 0% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% On-hit +5 arcane On-crit, radius 2 +5 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
prismatic dwarven-steel helm of absorption (0 def, 4 armour)3.0 Encumbrance T3 head armor [Ego] Nature While equipped: defense ------ Armor +4 Fatigue +4% Resistance +11% light +13% darkness other ------- Stamina when Hit +0.90 EQ when Hit +0.80 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Glowseam the iron mail armour (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Rare] Nature While equipped: Stats +5 Dex +1 Wil offense ------ Physical Crit +1.0% Damage +3% physical When Hit 2 light defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% Resistance +11% blight +11% darkness other ------- Light +2 A suit of armour made of mail. |
iron mail armour (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Normal] While equipped: defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
steel mail armour 'Bealen' (2 def, 10 armour)14.0 Encumbrance T2 heavy armor [Rare] Master While equipped: Stats +4 Str +3 Con defense ------ Armor +10 Defense +2 (+1 eff.) Fatigue +12% Resistance +3% mind Life +35.00 Silence Resist +10% A suit of armour made of mail. |
Deepswing (13 def, 8 armour)9.0 Encumbrance T2 light armor [Rare] Psionic While equipped: Stats +1 Cun offense ------ Ignore resists +5% acid When Hit 8 darkness On-Hit (Melee): * 10% chance to reduce armor by 25% defense ------ Armor +8 Defense +13 (+6 eff.) Fatigue +7% Resistance +3% acid Mind save +11 (+6 eff.) A suit of armour made of leather. |
Lunar Shield (0 def, 20 armour, 156% power, 250 block)7.0 Encumbrance T5 shield armor Reqs - Shield usage training Mag 35 [Unique] Arcane When used to Attack: Weapon Damage 156% Range: 1.0x-1.4x Uses 100% Mag, 0% Str Damage Darkness Mastery Flexible Weapon Training Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +10.0% Block +250 While equipped: offense ------ Spellpower +20 (+4 eff.) Damage +40% darkness defense ------ Armor +20 Fatigue +2% Resistance +25% darkness other ------- Talents +1 Block Masteries +0.30 Celestial/Star fury +0.30 Celestial/Twilight On Spell Hit: 10% Moonlight Ray level 2 A large section of chitin removed from Nimisil. It continues to give off a strange white glow. |
Titanic (20 def, 18 armour, 159% power, 320 block)7.0 Encumbrance T3 shield armor Reqs - Shield usage training Mag 37 [Unique] Master When used to Attack: Weapon Damage 160% Range: 1.0x-1.2x Uses 100% Mag, 0% Str Damage Physical Mastery Flexible Weapon Training Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +320 While equipped: defense ------ Armor +18 Hardiness +20% Defense +20 (+9 eff.) Ranged Defense +10 (+5 eff.) Fatigue +30% other ------- Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
quiver of ash arrows (13/13, 124% power, 7 apr)3.0 Encumbrance T2 arrow ammo Reqs Dex 16 [Normal] Weapon Damage 124% Range: 1.0x-1.4x Uses 0% Dex, 120% Mag, 0% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.5% Capacity 13 Arrows are used with bows to pierce your foes to death. |
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. |
onyx0.0 Encumbrance 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. |
iron pickaxe (dig speed 39 turns)3.0 Encumbrance T1 digger tool [Normal] While equipped: Stats +1 Str 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 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical 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. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Runed Skull3.0 Encumbrance T5 red gem [Unique] Arcane While carried: Spellpower +7 (+1 eff.) When Hit 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
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. |
powerful steel torque of gale force [power 150] (15 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 158 physical damage Puts all charms on 15 turn cooldown 100% to increase all damage by 14% for 2 turns. 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. |
Rotwoe the ash wand of shielding [power 188] (20 cooldown)2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: offense ------ Damage +3% fire On-Hit (Melee): * 20% chance to slow global speed by 57% defense ------ Resistance +5% arcane Create a shield absorbing up to 188 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to increase all damage by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 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. |
6 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
Log
Iernacor speeds up.
Skeleton master archer shoots!
Skeleton master archer's Shoot performs a ranged critical strike against Iernacor!
Skeleton master archer's Shoot hits Iernacor for (3 shrugged off), 99 physical (99 total damage).
Iernacor uses Infusion: Healing.
Iernacor receives 56 healing from Infusion: Healing.
Iernacor misses Skeleton master archer.
Skeleton master archer uses Pinning Shot.
Iernacor hits Skeleton master archer for 12 lightning, 11 physical, 11 physical, 10 arcane (43 total damage).
Iernacor is pinned to the ground.
Skeleton master archer's Pinning Shot hits Iernacor for (2 shrugged off), 84 physical (84 total damage).
Iernacor uses Infusion: Wild.
Iernacor is no longer pinned.
Iernacor is cured!
Iernacor lessens the pain.
Iernacor performs a melee critical strike against Skeleton master archer!
Iernacor misses Skeleton master archer.
Skeleton master archer shoots!
Iernacor hits Skeleton master archer for 65 physical, 11 physical, 10 arcane (86 total damage).
Skeleton master archer's Shoot hits Iernacor for (1 shrugged off), 58 physical (58 total damage).
Iernacor uses Infusion: Regeneration.
Iernacor starts regenerating health quickly.
Skeleton master archer uses Crippling Shot.
Iernacor slows down.
Skeleton master archer's Crippling Shot hits Iernacor for (2 shrugged off), 78 physical (78 total damage).
Iernacor the level 8 cornac mind knight was maimed to death by a skeleton master archer on level 2 of Ruins of Kor'Pul.




















































