













Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
Better Item Description 1.7.4This 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 Improved Auto-explore and Rest 1.7.2Quality 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. 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 Adventure |
Sex | Male |
Race | Dwarf |
Class | Skirmisher |
Level / Exp | 28 / 51% |
Size | medium |
Lifes / Deaths | Killed by Velyma the lesser vampire at level 11 on the 3rd Profit 122nd year of Ascendancy at 03:16 0 / 7Killed by shadow at level 15 on the 17th Profit 122nd year of Ascendancy at 19:46 Killed by Weirdling Beast at level 23 on the 42nd Profit 122nd year of Ascendancy at 20:20 Killed by war hound at level 23 on the 10th Wealth 122nd year of Ascendancy at 18:57 Killed by elven cultist at level 27 on the 17th Wealth 122nd year of Ascendancy at 01:47 Killed by Isadawyn the elven blood mage at level 28 on the 17th Wealth 122nd year of Ascendancy at 14:03 Killed by elven blood mage at level 28 on the 18th Wealth 122nd year of Ascendancy at 06:17 |
Primary Stats
Strength | 24 (base 12) |
Dexterity | 63 (base 60) |
Constitution | 39 (base 10) |
Magic | 19 (base 10) |
Willpower | 27 (base 11) |
Cunning | 53 (base 50) |
Resources
Life | -340/804 |
Stamina | 0/224 |
Healing Factor | 1.2162543368031 |
Regeneration | 0.30406358420082 |
Speed
Mental | -1.1102230246252E-14% |
Attack | 0% |
Movement | +8.8817841970013E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
See Stealth | 7 |
See Invisible | 15 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 115 |
Accuracy | 63 |
Crit Chance | 41% |
APR | 29 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 22 |
Crit Chance | 17% |
Speed | 1 |
Offense: Mind
Mindpower | 40 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +12% |
Temporal | +14% |
All | 0% |
Physical | +14% |
Cold | +30% |
Nature | +24% |
Offense: Damage Penetration
Darkness | +20% |
Physical | +33% |
Temporal | +13% |
Nature | +15% |
Arcane | +25% |
Cold | +25% |
All | 0% |
Defense: Base
Armour (hardiness) | 47.764593763945 (90.888266585006%) |
Defense | 61 |
Ranged Defense | 61 |
Fatigue | 0 |
Physical Save | 43 |
Spell Save | 34 |
Mental Save | 49 |
Defense: Resistances
Acid | + 50%( 70%) |
Blight | + 16%( 70%) |
Cold | + 25%( 70%) |
All | + 7%( 70%) |
Lightning | + 27%( 70%) |
Light | + 36%( 70%) |
Temporal | + 19%( 70%) |
Mind | + 10%( 70%) |
Fire | + 38%( 70%) |
Nature | + 36%( 70%) |
Defense: Immunities
Stun Resistance | 30% |
Confusion Resistance | 49% |
Instadeath Resistance | 100% |
Disarm Resistance | 50% |
Poison Resistance | 14% |
Knockback Resistance | 30% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 604 life over 5 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 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 195 damage for 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 656% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
Cunning / Poisons | 1.30 |
| 1/5 |
| 2/5 |
| 3/5 |
| 4/5 |
Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Called Shots | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Buckler Training | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Cunning / Scoundrel | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 0/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
Quests
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you improved Willpower by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | active |
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 have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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. * You used the key inside the ruins of Nur and found a way into the fortress of old. | 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. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Equipment
On feet | ![]() 2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Res.pen +15% nature ----- def ----- Armour +3 Fatigue -6% Resists +21% acid +6% fire +6% lightning +3% blight Phys.save +7 (+2 eff.) ---------- misc Max.enc +28 A pair of boots made of leather. |
Quiver | ![]() 3.0 T3 shot ammo [Random Unique] Master Power 39.5 - 47.4 Physical Uses 70% Dex, 50% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Acc +11 Apr +7 Crit +19.0% Capacity 20 Proj.spd +200% Ranged+ +8 mind On Hit.r1 +20 mind On Hit: * 20% chance to reduce all saves and defense by 26 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
Light source | ![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +3 Dex +3 Con dps ---------- Phys.pwr +5 (+2 eff.) Res.pen +15% physical ----- def ----- Resists +3% lightning Phys.save +6 (+2 eff.) Mind.save +6 (+2 eff.) ---------- misc Light +3 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 | ![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +1 Con dps ---------- Phys.crit +1.0% Crit.mult +5.00% ----- def ----- Armour +1 Fatigue +1% Resists +5% fire +7% cold Die.at -80.00 life ---------- misc See.Invis +3 A cap made of leather. |
On hands | ![]() 1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Tool | ![]() 2.0 T4 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +30% cold Res.pen +25% cold ----- def ----- Resists +18% light +9% fire Create a shield absorbing up to 410 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to gain a 34% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +4 Mag dps ---------- Spell.crit +3% Dmg.mod +12% nature ----- def ----- Resists +6% blight +31% nature +6% acid Mind.save +7 (+2 eff.) Poison- +14% Disease- +13% Confus- +31% ---------- misc Vim/s.crit +1.00 Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Str +2 Wil +3 Cun +9 Con dps ---------- Phys.pwr +13 (+4 eff.) Spell.pwr +6 (+3 eff.) Mind.pwr +6 (+2 eff.) ----- def ----- Defense +6 (+2 eff.) ---------- misc See.Invis +6 Rings make your fingers look great! |
Around neck | ![]() 0.1 T3 amulet jewelry [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Crit.mult +5.00% Phys.pwr +15 (+4 eff.) Mind.pwr +8 (+2 eff.) Dmg.mod +12% lightning Res.pen +20% darkness Acc +15 (+4 eff.) ----- def ----- Armour +8 Mind.save +9 (+3 eff.) Confus- +18% Amulets make your neck look great! |
In main hand | ![]() 4.0 T3 sling 1H weapon [Random Unique] Arcane/Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 On Hit: * 20% chance to reduce strength, dexterity, and constitution by 13 * 20% chance to reduce all saves and defense by 26 While equipped: Stats +6 Mag dps ---------- Phys.crit +3.0% Dmg.mod +14% temporal +14% physical Res.pen +13% temporal +18% physical Acc +6 (+1 eff.) ----- def ----- Resists +3% mind ---------- misc Reload +4 Masteries +0.20 Chronomancy/Bow Threading Instant Weapon Swap Slings are used to hurl stones or metal shots at your foes. |
Around waist | ![]() 1.0 T3 belt armor [Rare] Nature While equipped: Stats +1 Mag +3 Con dps ---------- Phys.pwr +25 (+7 eff.) Mind.pwr +6 (+2 eff.) Dmg.mod +12% nature Apr +3 ----- def ----- Mind.save +6 (+2 eff.) Die.at -40.00 life A belt that goes around your waist. |
In off hand | ![]() 7.0 T3 shield armor Reqs Shield usage training [Random Unique] Arcane/Nature/Master When used to Attack: Power 30.5 - 36.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +80 Melee+ +15 cold On Hit.r1 +4 blight While equipped: Stats +3 Wil dps ---------- Crit.mult +10.00% Res.pen +25% arcane On shield block: * Deals 139 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +6 Fatigue +8% Resists +19% acid +12% cold +13% temporal ---------- misc Max.mana +20.00 Talents +1 Block Temporal Shield: (Instant) Puts all charms on 30 cooldown Level 5.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell usable during Aether Avatar 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 (268) is absorbed, or the time runs out (10 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). The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Nature While equipped: Stats +2 Con dps ---------- Crit.mult +15.00% ----- def ----- Defense +8 (+2 eff.) Resists +13% light +13% fire Phys.save +3 (+1 eff.) Stealth +8 Max.HP +80.00 Disarm- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 T3 light armor [Rare] Master While equipped: Stats +2 Str +2 Dex +4 Con dps ---------- Phys.crit +5.0% Acc +20 (+5 eff.) Apr +12 ----- def ----- Armour +10 Defense +15 (+4 eff.) Fatigue +8% Resists +12% lightning ---------- misc Stam/turn +2.90 Second Wind: (Instant) Puts all charms on 35 cooldown Level 5.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 70 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
Inventory
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 294.12 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] 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 329 damage for 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 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... |
![]() 0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Dex +8 Cun +4 Con dps ---------- Mov.spd +10% Dmg.mod +3% darkness Res.pen +5% darkness ----- def ----- Armour +4 Defense +5 (+2 eff.) Fatigue -5% Resists +6% darkness +6% fire Res.Cap +2% all Phys.save +7 (+2 eff.) HP.reg +2.00 ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
![]() 3.0 T3 battleaxe 2H weapon [Rare] Master Power 28.5 - 42.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Hit: * 20% chance to reduce damage dealt by 21% While equipped: dps ---------- Dmg.mod +9% blight Acc +14 (+3 eff.) ----- def ----- Defense +26 (+7 eff.) Resists +21% lightning +9% darkness Mind.save +6 (+2 eff.) Blind- +20% Disarm- +50% Massive two-handed battleaxes. |
![]() 5.0 T4 greatmaul 2H weapon Reqs Str 25 [Unique] Master/Psionic Power 66.0 - 99.0 Physical Uses 70% Wil, 70% Str Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Melee+ +17 mind On Hit: * 14% chance to reduce all saves and defense by 26 * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +2 Cun +6 Wil dps ---------- Mind.crit +5% Mind.pwr +15 (+5 eff.) Dmg.mod +10% mind +10% physical ---------- misc Psi/turn +0.10 Psi/ret +0.24 Talents +3 Dream Smith's Hammer +3 Hammer Toss Cooldown Hammer Toss -2 A large shimmering maul that seems to produce a ringing in your ears. It is both as malleable as thought and as hard as the strongest steel. |
![]() 3.0 T4 greatsword 2H weapon Reqs Str 35 [Ego++] Arcane/Master Power 48.0 - 76.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +23 blight On Hit: 20% Epidemic 4 On Hit: * 13% chance to reduce strength, dexterity, and constitution by 13 While equipped: dps ---------- Phys.crit +12.0% Crit.mult +14.00% Apr +13 ----- def ----- Disease- +21% Massive two-handed swords. |
![]() 3.0 T4 waraxe 1H weapon Reqs Str 35 [Rare] Arcane Power 31.0 - 43.4 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +12 darkness On Hit.r1 +17 fire On Crit.r2 +12 light On Hit: * 20% chance to reduce damage dealt by 21% While equipped: dps ---------- Res.pen +15% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 21% ----- def ----- Resists +15% mind One-handed war axes. |
![]() 3.0 T4 waraxe 1H weapon Reqs Str 35 [Ego+] Master Power 33.5 - 46.9 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% While equipped: dps ---------- Res.pen +11% all Acc +11 (+3 eff.) Apr +9 One-handed war axes. |
![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
![]() 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 39.29 to 117.88 lightning damage (78.58 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
![]() 9.0 T3 light armor [Ego++] Nature While equipped: ----- def ----- Armour +8 Defense +9 (+3 eff.) Fatigue +8% Resists +6% acid +8% cold Max.HP +40.00 HP.reg +3.00 Heal.mod +12% ---------- misc Breathe water A suit of armour made of leather. |
![]() 17.0 T4 massive armor Reqs Massive armour training Str 48 [Ego] Master While equipped: ----- def ----- Armour +22 Fatigue +22% Resists +21% acid A suit of armour made of metal plates. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Unique] Master When used to Attack: Power 48.0 - 57.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +320 While equipped: ----- def ----- Armour +18 Hardiness +20% Defense +20 (+5 eff.) Rng.Def +10 (+3 eff.) Fatigue +30% ---------- misc Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 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. |
![]() 2.0 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. |
![]() 3.0 T4 shot ammo [Ego+] Master Power 53.0 - 63.6 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +5 Crit +12.5% Capacity 21 On Crit: * Wound the target dealing 224 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 3.0 T3 shot ammo [Random Unique] Master/Psionic Power 39.5 - 47.4 Physical Uses 70% Dex, 50% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +3 Crit +12.0% Capacity 19 Proj.spd +100% Phasing +30% Ranged+ +7 physical On Crit.r2 +4 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 162 physical damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: ---------- misc Reload +2 Shots are used with slings to pummel your foes to death. |
![]() 2.0 T3 torque charm [Rare] Psionic While equipped: Stats +4 Dex +10 Con dps ---------- Spell.crit +3% Dmg.mod +9% blight ----- def ----- Crit.chn- 15.00% Spell.save +9 (+4 eff.) ---------- misc Mana/s.crit +2.00 Project a gust of wind in a cone knocking all creatures back 10 spaces and dealing 314 physical damage Puts all charms on 15 cooldown 100% to heal for 78. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
![]() 2.0 T2 totem charm [Random Unique] Nature While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 21% ----- def ----- Resists +3% lightning Silence- +20% Sting an enemy dealing 211 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. 100% to heal for 50. 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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
By A8 the Dwarf Skirmisher level 7
21st Voratun 122nd year of Ascendancy at 22:39 see stats
By A8 the Dwarf Skirmisher level 24
12nd Wealth 122nd year of Ascendancy at 21:08 see stats
By A8 the Dwarf Skirmisher level 10
2nd Acquisition 122nd year of Ascendancy at 10:44 see stats
By A8 the Dwarf Skirmisher level 20
33rd Profit 122nd year of Ascendancy at 15:08 see stats
By A8 the Dwarf Skirmisher level 24
12nd Wealth 122nd year of Ascendancy at 06:08 see stats
By A8 the Dwarf Skirmisher level 6
18th Voratun 122nd year of Ascendancy at 07:11 see stats
By A8 the Dwarf Skirmisher level 28
18th Wealth 122nd year of Ascendancy at 01:13 see stats
By A8 the Dwarf Skirmisher level 7
29th Voratun 122nd year of Ascendancy at 05:07 see stats
By A8 the Dwarf Skirmisher level 24
12nd Wealth 122nd year of Ascendancy at 15:02 see stats
By A8 the Dwarf Skirmisher level 18
29th Profit 122nd year of Ascendancy at 08:04 see stats
Log
Elven blood mage casts Timeless.
Elven cultist slows down.
Elven cultist is no longer invisible.
Zubamidawen the elven cultist slows down.
Zubamidawen the elven cultist casts Drain.
A8 reacts to damage from Zubamidawen the elven cultist, mitigating the blow!.
Zubamidawen the elven cultist hits A8 for (26 flat reduction), (58 reacted , -5 stam), 119 blight (119 total damage).
Elven cultist casts Drain.
A8 reacts to damage from Elven cultist, mitigating the blow!.
Elven cultist hits A8 for (26 flat reduction), (45 reacted , -5 stam), 94 blight (94 total damage).
You are unable to move!
You are unable to move!
A8 shoots!
A8's Shoot performs a ranged critical strike against Zubamidawen the elven cultist!
Zubamidawen the elven cultist is crippled.
Zubamidawen the elven cultist starts to bleed.
A8's Shoot hits Zubamidawen the elven cultist for 141 physical, 6 mind, 7 mind (154 total damage).
Talent Block is ready to use.
Elven blood mage is no longer poisoned.
Elven blood mage is not crippled anymore.
Bleeding from A8 hits Zubamidawen the elven cultist for 51 physical damage.
Zubamidawen the elven cultist casts Channel Staff.
Elven cultist misses A8.
Zubamidawen the elven cultist's Channel Staff hits A8 for (26 flat reduction), 112 blight (112 total damage).
Elven blood mage casts Drain.
Elven blood mage's spell attains critical power!
A8 reacts to damage from Elven blood mage, mitigating the blow!.
Elven blood mage hits A8 for (26 flat reduction), (162 reacted , -5 stam), 334 blight (334 total damage).
A8 the level 28 dwarf skirmisher was debilitated by noxious blight before falling to death by an elven blood mage on level 2 of Dark crypt.