
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.0Donators/Buyers bonus! Tooltip Cleanup 1.7.0Modifies the inventory dialog, clearing tooltips from equipment items when focus leaves the equipment slot's frame. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Better Sounds Mod 1.6.0Description Added Mods: + The infamous Wilhelm scream mod + Somebody shut that dog up! Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Мод заменяет стандартные звуки в ТоМе, такие как монетки (покупка и подбор), выстрел из лука и пращи, Таланты, основанные на молнии, скрипы дверей и др. - Убран звук бешеного павлина в стартовой локации Yeek'ов. Используются следующие моды: + The infamous Wilhelm scream mod + Somebody shut that dog up! Установка: Удаление: или в игре: Ashes of Urh'Rok 1.7.0Official 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:
Embers of Rage 1.7.0Official 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:
Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Better Item Description 1.7.2This 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 Possessor Bonus Class 1.7.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch Nekarcos's Quality of Life 07: Visible Size Categories 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Forbidden Cults 1.7.0Official 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 | Nightmare Roguelike |
| Sex | Male |
| Race | Shalore |
| Class | Archmage |
| Level / Exp | 20 / 54% |
| Size | medium |
| Lifes / Deaths | Killed by Borius, Avatar of Bearness at level 20 on the 10th Decay 122nd year of Ascendancy at 01:53 / 1 |
Primary Stats
| Strength | 12 (base 10) |
| Dexterity | 28 (base 10) |
| Constitution | 14 (base 10) |
| Magic | 52 (base 48) |
| Willpower | 52 (base 40) |
| Cunning | 28 (base 11) |
Resources
| Life | -140/277 |
| Mana | 90/483 |
| Healing Factor | 1.0372895330003 |
| Regeneration | 7.5203491142521 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 14 |
| Infravision | 5 |
| See Stealth | 35.549391208114 |
| See Invisible | 35.549391208114 |
Offense: Mainhand
| Damage | 30 |
| Accuracy | 27 |
| Crit Chance | 34% |
| APR | 9 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 42 |
| Crit Chance | 34% |
| Speed | 1 |
Offense: Mind
| Mindpower | 36 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +16% |
| Light | +11% |
| Temporal | +17% |
| Mind | +17% |
| Lightning | +22% |
| Fire | +14% |
| All | +2% |
Offense: Damage Penetration
| Lightning | +20% |
| Cold | +5% |
| Physical | +15% |
Defense: Base
| Armour (hardiness) | 7 (35.65183292883%) |
| Defense | 30 |
| Ranged Defense | 30 |
| Fatigue | 0 |
| Physical Save | 10 |
| Spell Save | 31 |
| Mental Save | 30 |
Defense: Resistances
| Darkness | + 18%( 70%) |
| Lightning | + 25%( 70%) |
| Light | + 12%( 70%) |
| Temporal | + 30%( 70%) |
| Blight | + 16%( 70%) |
| Acid | + 31%( 70%) |
| Fire | + 31%( 70%) |
| All | + 9%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Teleport Resistance | 20% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 206 damage for 4 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 72 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 Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (51 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 25% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Class Talents
| Spell / Arcane | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Spell / Divination | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You must explore the scintillating caves. * You must explore the renegade Shaloren camp. | active |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Heart of the Gloom. Escort: repented thief (level 1 of Heart of the Gloom)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved Willpower by +5. | 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 must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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 avoidance. He has given you some notes on the ingredients: * You've found the needed vampire lord fang. * You've found the needed skeleton mage skull. * You've found the needed vial of fire wyrm saliva. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed giant spider spinneret. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed xorn fragment. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Equipment
| On feet | Glitterwoe (5 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: ----- def ----- Armour +1 Defense +5 (+2 eff.) Resists +6% lightning +6% temporal +3% acid Mind.save +12 (+6 eff.) Die.at -60.00 life ---------- misc Light +3 A pair of boots made of leather. |
| Light source | Chargewedge1.0 T5 lite [Rare] Nature While equipped: Stats +2 Dex +3 Con dps ---------- Phys.pwr +30 (+13 eff.) Res.pen +10% lightning Melee Ret 6 darkness ----- def ----- Resists +5% blight +12% lightning HP.reg +7.00 ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Lightroar the drakeskin leather cap (0 def, 5 armour)2.0 T5 head armor [Rare] Nature While equipped: Stats +2 Dex dps ---------- Phys.crit +5.0% ----- def ----- Armour +5 Fatigue +5% Die.at -60.00 life ---------- misc Stam/ret +1.60 Equi/ret +1.40 Light +3 A cap made of leather. |
| Tool | Glavea the ash totem of stinging [power 188] (10/15 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Phys.crit +4.0% Crit.mult +15.00% Melee Ret 4 physical ----- def ----- Resists +3% blight Max.HP +40.00 Teleport- +20% Sting an enemy dealing 192 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to heal for 46. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Gelar the steel ring0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +4 Str +1 Con dps ---------- Phys.crit +4.0% Crit.mult +5.00% Dmg.mod +12% fire Res.pen +15% physical ----- def ----- Resists +24% fire Die.at -20.00 life Rings make your fingers look great! |
| On fingers | sneakthief's copper ring0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +4 Cun +5 Dex dps ---------- Acc +5 (+3 eff.) Rings make your fingers look great! |
| Around waist | Xaniriata the Dazzledash1.0 T3 belt armor [Rare] Master While equipped: Stats +5 Dex +4 Cun +7 Lck dps ---------- Dmg.mod +6% light +15% temporal Res.pen +10% lightning ----- def ----- Resists +6% temporal Stealth +8 ---------- misc T.Disarm +8 Light +3 Infravis +4 A belt that goes around your waist. |
| In main hand | Betyreleth the Freezewitch (120% power, 4 apr, lightning element)5.0 T3 staff 2H weapon [Rare] Master Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Cun dps ---------- Spell.crit +11% Mind.crit +4% Crit.mult +23.00% Spell.pwr +9 (+3 eff.) Dmg.mod +20% lightning +15% mind Res.pen +5% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | spellstreaming rough leather gloves of archery (0 def, 1 armour)1.0 T1 hands armor [Ego++] Arcane/Master While equipped: Stats +2 Cun +3 Dex dps ---------- Spell.crit +4% Spell.pwr +5 (+1 eff.) Acc +6 (+3 eff.) Apr +5 ----- def ----- Armour +1 ---------- misc Mana/turn +0.12 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Dazzlepassion (0 def, 0 armour)2.0 T2 cloth armor [Rare] Nature While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +5% Dmg.mod +14% acid +3% light Melee Ret 4 light ----- def ----- Resists +21% acid +3% light +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | spellcowled linen cloak of the voidstalker (1 def, 0 armour)2.0 T1 cloak armor [Ego++] Arcane While equipped: Stats +2 Mag +2 Wil ----- def ----- Defense +1 (+0 eff.) Resists +10% darkness +11% temporal Spell.save +5 (+2 eff.) Def/telep +11 Res/telep +11% Dur/telep +13% ---------- misc Max.mana +40.00 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | 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... |
Inventory
heroism infusion of the wizard (die at -462; dur 6; cd 33)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 33 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -462 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1159 life, 15 duration) If your life is below 0 when this effect wears off it will be set to 1. 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 nature talent. |
wild infusion of the psychic (res 25%; mental; dur 4; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 25% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Kindlewell the stralite amulet0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +1 Wil dps ---------- Mind.crit +2% ----- def ----- Resists +3% light +11% temporal Mind.save +12 (+6 eff.) Pinning- +20% Knockbk- +28% ---------- misc Equi/ret +0.16 Light +2 Amulets make your neck look great! |
Ce'Nomira the stralite ring0.1 T4 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +14% blight On Hit (Melee): * 20% chance to reduce armor by 32% ----- def ----- Resists +14% blight +15% lightning Crit.dmg- 5.00% Spell.save +18 (+9 eff.) Rings make your fingers look great! |
savior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +7 (+7 eff.) Spell.save +7 (+3 eff.) Mind.save +7 (+4 eff.) Rings make your fingers look great! |
Hailrain (146% power, 9 apr)1.0 T5 dagger 1H weapon Reqs Dex 48 [Rare] Master Power 147% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: Stats +4 Mag dps ---------- Phys.crit +7.0% Crit.mult +36.00% Res.pen +10% cold Apr +7 Melee Ret 4 mind ----- def ----- Mind.save +12 (+6 eff.) ---------- misc Max.hate +6.00 Sharp, short and deadly. |
arcing steel dagger of daylight (104% power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Arcane Power 105% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 light Against +8% Undead On Hit: * 25% chance for lightning to strike from the target to a second target dealing 73 damage Sharp, short and deadly. |
dwarven-steel longsword 'Gleyavea' (122% power, 4 apr)3.0 T3 longsword 1H weapon Reqs Str 24 [Rare] Master Power 122% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +15 (+7 eff.) Res.pen +5% physical Acc +25 (+12 eff.) Apr +8 ----- def ----- Crit.dmg- 10.00% ---------- misc Max.stam +30.00 Light +2 Sharp, long, and deadly. |
nature's thorny mindstar of life (93% power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego] Nature Power 93% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Dmg.mod +3% nature ----- def ----- Resists +3% blight Max.HP +16.00 HP.reg +0.50 Disease- +10% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
nature's vined mindstar of flames (83% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego+] Nature Power 84% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) All.spd +4% Melee+ 5 fire Dmg.mod +3% nature +5% fire Res.pen +5% fire ----- def ----- Resists +2% blight +5% fire Disease- +12% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Aerilaith the dragonbone magestaff (136% power, 6 apr, lightning element)5.0 T5 staff 2H weapon [Rare] Master Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +2 Mag dps ---------- Spell.crit +15% Crit.mult +34.00% Spell.pwr +15 (+5 eff.) Dmg.mod +30% lightning ----- def ----- Armour +12 ---------- misc Stam/turn +2.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Emelosewe (136% power, 6 apr, blight element)5.0 T5 staff 2H weapon [Rare] Master Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Wil dps ---------- Spell.crit +14% Crit.mult +14.00% Spell.pwr +15 (+5 eff.) Dmg.mod +30% blight +21% mind On Hit (Melee): * 20% chance to slow global speed by 50% ----- def ----- Spell.save +12 (+6 eff.) ---------- misc Max.psi +20.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash magestaff of fate (111% power, 3 apr, arcane element)5.0 T2 staff 2H weapon [Ego] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Spell.pwr +6 (+2 eff.) Dmg.mod +15% arcane ----- def ----- Phys.save +7 (+7 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm magestaff 'Betagatha' (100% power, 2 apr, lightning element)5.0 T1 staff 2H weapon [Rare] Master Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +1 Con dps ---------- Spell.crit +6% Crit.mult +11.00% Spell.pwr +3 (+1 eff.) Dmg.mod +10% lightning ----- def ----- Defense +5 (+2 eff.) Max.HP +60.00 Heal.mod +10% Confus- +20% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short ash starstaff of breaching (111% power, 3 apr, physical element)5.0 T2 staff 1H weapon [Ego++] Arcane/Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +4% Phys.pwr +5 (+2 eff.) Spell.pwr +12 (+4 eff.) Dmg.mod +15% physical Res.pen +8% physical Acc +7 (+4 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Blastkill (150% power, 6 apr)3.0 T5 waraxe 1H weapon Reqs Str 48 [Rare] Master Power 150% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +20 physical While equipped: Stats +2 Con dps ---------- Dmg.mod +12% physical Res.pen +15% lightning +10% physical Acc +18 (+9 eff.) Apr +12 ----- def ----- Resists +1% physical One-handed war axes. |
Dazzleward (138% power, 5 apr)3.0 T4 waraxe 1H weapon Reqs Str 35 [Rare] Master Power 138% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Hit.r1 +12 light +12 fire On Crit.r2 +8 mind While equipped: dps ---------- Res.pen +10% light +9% all Acc +13 (+7 eff.) Apr +8 ----- def ----- Resists +12% mind One-handed war axes. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
resilient kruk cloak of Eldoral (0 def, 0 armour)2.0 T1 cloak armor [Cosmetic Item] Nature/Master While equipped: Stats +1 Cun +2 Dex ----- def ----- Max.HP +31.00 A stylish kruk-style cloak, to look awesome. |
mindwoven linen robe of the mountain (+10%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +2 (+1 eff.) Dmg.mod +10% physical ----- def ----- Resists +7% all +10% physical Mind.save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shimmering linen robe of power (0 def, 0 armour)2.0 T1 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +10 (+3 eff.) Dmg.mod +10% arcane +6% all ----- def ----- Resists +7% all ---------- misc Max.mana +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of iron boots 'Gloriwyn' (0 def, 7 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Str +3 Wil +2 Cun dps ---------- Phys.crit +4.0% Melee Ret 2 physical ----- def ----- Armour +7 Fatigue +2% Phys.save +6 (+6 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) ---------- misc Stam/turn +1.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 39.84 to 119.51 lightning damage (79.67 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Yvamida the Blazesaw (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Dex +8 Con dps ---------- Phys.pwr +25 (+11 eff.) Dmg.mod +3% light Res.pen +10% light ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Zubuvena the Nimbusprophet (3 def, 0 armour)2.0 T5 head armor [Rare] Master While equipped: Stats +3 Wil dps ---------- Dmg.mod +9% lightning Res.pen +15% lightning ----- def ----- Defense +3 (+1 eff.) Resists +6% blight +6% temporal +5% arcane +15% acid Phys.save +11 (+10 eff.) A pointy cloth hat, very wizardly... |
spellwoven linen wizard hat of lightning (+16%) (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane/Nature While equipped: dps ---------- Spell.crit +2% Spell.pwr +2 (+0 eff.) Dmg.mod +11% lightning ----- def ----- Defense +1 (+0 eff.) Resists +16% lightning ---------- misc Mana/turn +0.10 A pointy cloth hat, very wizardly... |
Dayquake the drakeskin leather armour (20 def, 8 armour)9.0 T5 light armor Reqs Str 20 [Rare] Master While equipped: dps ---------- Dmg.mod +15% light ----- def ----- Armour +8 Defense +20 (+10 eff.) Fatigue +8% Resists +18% acid +9% blight +9% nature +3% lightning A suit of armour made of leather. |
cleansing rough leather armour of the deep (3 def, 3 armour)9.0 T1 light armor [Ego+] Nature/Disrupt While equipped: ----- def ----- Armour +3 Defense +3 (+1 eff.) Fatigue +6% Resists +6% acid +5% cold +11% nature +11% blight ---------- misc Breathe water A suit of armour made of leather. |
Black Mesh (8 def, 2 armour, 120 block)7.0 T3 shield armor Reqs Shield usage training Str 20 [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Wil dps ---------- On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it ----- def ----- Armour +2 Defense +8 (+4 eff.) Rng.Def +8 (+4 eff.) Fatigue +6% Resists +25% blight +25% darkness ---------- misc Talents +1 Block On block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
Salolaith the voratun shield (0 def, 10 armour, 220 block)7.0 T5 shield armor Reqs Shield usage training Str 48 [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +10 Fatigue +8% Resists +15% lightning +21% fire +5% arcane +15% cold ---------- misc Infravis +3 Talents +1 Block Handheld deflection devices. |
3 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. |
74 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. |
2 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. |
4 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. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+6 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+6 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
woodsman's iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 4/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(109 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Void Star1.0 T2 lite [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Dmg.mod +6% acid +6% cold +6% fire +6% arcane +6% lightning ---------- misc Light +2 Echoes From The Void: Level 2.0 Pwr.cost 70 out of 70/70. Range 10 Travel.spd instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 37.42 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc 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. |
Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.6 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 160.58 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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. |
Hailhash the pouch of voratun shots (21/21, 166% power, 6 apr)3.0 T5 shot ammo Reqs Dex 48 [Rare] Nature Power 167% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 21 Ranged+ +11 nature +20 cold On Hit.r1 +20 cold Shots are used with slings to pummel your foes to death. |
quick elm totem of summon tentacle [power 100] (10/18 cooldown)2.0 T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 212 Base Damage: 100 Armor: 5 All Resist: 0 Puts all charms on 18 cooldown Natural totems are made by powerful wilders to store nature power. |
yew totem of thorny skin [power 42] (10/20 cooldown)2.0 T3 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 42 and armour hardiness by 50% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
3 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 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. |
6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 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. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By 4d3d3d3 the Shalore Archmage level 7
27th Dusk 122nd year of Ascendancy at 12:46 see stats
Don't Poosh it! (Nightmare (Roguelike) difficulty)
Killed Kelad in the lost land of Poosh.By 4d3d3d3 the Shalore Archmage level 19
4th Decay 122nd year of Ascendancy at 18:56 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By 4d3d3d3 the Shalore Archmage level 19
6th Decay 122nd year of Ascendancy at 14:02 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By 4d3d3d3 the Shalore Archmage level 10
24th Haze 122nd year of Ascendancy at 04:57 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By 4d3d3d3 the Shalore Archmage level 20
7th Decay 122nd year of Ascendancy at 23:44 see stats
Matrix style! (Nightmare (Roguelike) difficulty)
Finished the whole Abashed Expanse zone without being hit by a single void blast or manaworm. Dodging's fun!By 4d3d3d3 the Shalore Archmage level 5
74th Pyre 122nd year of Ascendancy at 23:10 see stats
Orbituary (Nightmare (Roguelike) difficulty)
Stabilized the Abashed Expanse to maintain it in orbit.By 4d3d3d3 the Shalore Archmage level 2
74th Pyre 122nd year of Ascendancy at 20:10 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By 4d3d3d3 the Shalore Archmage level 5
76th Pyre 122nd year of Ascendancy at 17:41 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By 4d3d3d3 the Shalore Archmage level 16
62nd Haze 122nd year of Ascendancy at 19:03 see stats
Log
Arcane Vortex from 4d3d3d3 hits Borius, Avatar of Bearness for (20 blocked), 0 arcane (0 total damage).
Insidious Poison from 4d3d3d3 hits Borius, Avatar of Bearness for (23 blocked), 0 nature (0 total damage).
Grappled from Borius, Avatar of Bearness hits 4d3d3d3 for (50 to time), 0 physical (0 total damage).
Grappling hits 4d3d3d3 for (4 to time), 0 physical (0 total damage).
Grappling hits 4d3d3d3 for (4 to time), 0 physical, (5 to time), 0 physical (0 total damage).
Your time shield crumbles under the damage!
The fabric of time around 4d3d3d3 stabilizes to normal.
The powerful time-altering energies generate a restoration field on 4d3d3d3.
4d3d3d3 feels pain again.
The shield around 4d3d3d3 crumbles.
Grappled from Borius, Avatar of Bearness hits 4d3d3d3 for (7 to time), (43 absorbed), 0 physical (0 total damage).
Grappling hits 4d3d3d3 for (5 absorbed), 0 physical (0 total damage).
Something performs a melee critical strike against 4d3d3d3!
4d3d3d3 deactivates Disruption Shield.
4d3d3d3's disruption shield collapses and then explodes in a powerful manastorm!
4d3d3d3's spell attains critical power!
4d3d3d3 is weakened by the darkness!
Grappling hits 4d3d3d3 for (7 absorbed), 0 physical, (8 absorbed), 0 physical, 1 physical, 1 physical, 2 physical (4 total damage).
Something hits 4d3d3d3 for (26 absorbed), 0 acid, (773 absorbed), (476 mana), 0 physical, 3 arcane, 5 arcane (8 total damage).
Something hits 4d3d3d3 for 72 physical, 10 temporal, 7 mind (89 total damage).
Grappling hits 4d3d3d3 for 54 physical damage.
Something hits 4d3d3d3 for 233 physical damage.
4d3d3d3 slows down.
Grappled from Borius, Avatar of Bearness hits 4d3d3d3 for 70 physical damage.
4d3d3d3 receives 20 healing from Temporal Restoration Field.
4d3d3d3 the level 20 shalore archmage was struck to death by Borius, Avatar of Bearness on level 3 of Bearscape.
The furious lightning storm around 4d3d3d3 calms down and disappears.























































































































