Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/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.
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Clean UI 1.7.2Replaces default interface styles with cleaner versions to enhance readability. First release focuses primarily on replacing everything related to the default interface styles in the base game. Future releases will enhance individual styles and take care of minor tweaks. Content consists of only graphic assets to try and have the highest possible compatibility with future patches. 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 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:
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:
Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** 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. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. 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. Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: Movarc'h's Improved Escorts - Bamboo Edition 1.7.4Improvements to the escort system. Adds a bunch of new types of escorts, and increases the power and number of options for existing escorts. Additionally learning new categories unlocks them by default, or can improve your mastery if you already know them. This is a fork of Movarc'h's Impoved Escorts by mannendake. Credit to Disnag for necromancer escort and Movarc'h for the base addon. 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. 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 |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Halfling |
Class | Skirmisher |
Level / Exp | 14 / 80% |
Size | small |
Lifes / Deaths | Killed by Adoravea the thief at level 14 on the 11st Dusk 122nd year of Ascendancy at 11:18 / 1 |
Primary Stats
Strength | 13 (base 13) |
Dexterity | 63 (base 38) |
Constitution | 27 (base 19) |
Magic | 11 (base 10) |
Willpower | 16 (base 11) |
Cunning | 36 (base 20) |
Resources
Life | -6/443 |
Stamina | 133/154 |
Healing Factor | 1.1386945338482 |
Regeneration | 2.5620627011584 |
Speed
Mental | -1.1102230246252E-14% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Offense: Mainhand
Damage | 71 |
Accuracy | 65 |
Crit Chance | 14% |
APR | 2 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 16 |
Crit Chance | 11% |
Speed | 1 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 10% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +10% |
Blight | +9% |
Darkness | +12% |
Cold | +20% |
Acid | +3% |
Offense: Damage Penetration
Fire | +10% |
Cold | +15% |
Defense: Base
Armour (hardiness) | 22.764593763945 (90.888266585006%) |
Defense | 59 |
Ranged Defense | 59 |
Fatigue | 0 |
Physical Save | 23 |
Spell Save | 16 |
Mental Save | 23 |
Defense: Resistances
Lightning | + 23%( 70%) |
Light | + 19%( 70%) |
Mind | + 22%( 70%) |
Cold | + 33%( 70%) |
Arcane | + 18%( 70%) |
Fire | + 19%( 70%) |
All | + 14%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 22% |
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 343 life over 5 turns. Its effects scale with your Dexterity 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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 172 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
Cunning / Trapping | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Called Shots | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Buckler Training | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 0/5 |
| 5/5 |
| 4/5 |
| 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 |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved talent Blood Splash (+2 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved Dexterity by +8. | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
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 |
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 the fox. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * '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.' | 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 |
Equipment
On feet | Chamintir the pair of rough leather boots (20 def, 5 armour) Chamintir the pair of rough leather boots (20 def, 5 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Cun +2 Dex dps ---------- Spell.crit +1% Dmg.mod +9% blight ----- def ----- Armour +5 Defense +20 (+5 eff.) ---------- misc Vim/s.crit +1.00 Disengage: Puts all charms on 15 cooldown Level 1.3 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 116% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
Quiver | pouch of steel shots 'Flamerazor' (16/21, 125% power, 2 apr) pouch of steel shots 'Flamerazor' (16/21, 125% power, 2 apr)3.0 T2 shot ammo [Rare] Psionic Power 125% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 21 Ranged+ +8 mind +4 fire +8 physical On Hit.r1 +12 fire On Hit: * 20% chance to slow global speed by 46% * 20% chance to knock the target back 3 spaces and deal 114 physical damage Shots are used with slings to pummel your foes to death. |
Light source | Glimmerdeath Glimmerdeath2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +3% acid Melee Ret 4 arcane 2 light On Hit (Melee): * 20% chance to reduce armor by 19% ----- def ----- Resists +6% light +5% arcane Max.HP +40.00 ---------- 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. |
On head | Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% 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 31.26 to 93.78 lightning damage (62.52 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
On hands | hardened leather gloves of dexterity (+3) (0 def, 2 armour) hardened leather gloves of dexterity (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +10 (+3 eff.) ----- def ----- Armour +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | evasive elm totem of healing [power 110] (15 cooldown) evasive elm totem of healing [power 110] (15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | Wheel of Fate Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Stats +4 Dex +5 Cun +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) Res.pen +10% fire Acc +8 (+2 eff.) Melee Ret 8 acid ----- def ----- Resists +6% fire Silence- +22% ---------- misc Mana/turn +0.18 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
On fingers | savior's copper ring of power savior's copper ring of power0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+4 eff.) Mind.pwr +6 (+3 eff.) ----- def ----- Phys.save +6 (+3 eff.) Spell.save +6 (+5 eff.) Mind.save +7 (+3 eff.) Rings make your fingers look great! |
Around neck | wanderer's copper amulet of constitution (+4) wanderer's copper amulet of constitution (+4)0.1 T1 amulet jewelry [Ego+] Nature/Master While equipped: Stats +4 Dex +4 Cun +7 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -4% HP.reg +2.00 ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
In main hand | Hurigund the Icethorn Hurigund the Icethorn4.0 T2 sling 1H weapon [Rare] Arcane Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +10 cold On Hit.r1 +16 cold On Crit.r2 +4 cold While equipped: dps ---------- Dmg.mod +12% darkness +10% cold On Hit (Ranged): * 10% chance to gain 10% of a turn (3/turn limit) Slings are used to hurl stones or metal shots at your foes. |
Around waist | Filthshear the rough leather belt Filthshear the rough leather belt1.0 T1 belt armor [Rare] Psionic While equipped: Stats +1 Cun +1 Mag dps ---------- Mind.pwr +3 (+2 eff.) On Hit (Melee): * 10% chance to slow global speed by 46% * 10% chance to reduce all saves and defense by 20 ----- def ----- Resists +9% mind Phys.save +6 (+3 eff.) A belt that goes around your waist. |
In off hand | swashbuckler's steel shield (0 def, 4 armour, 116% power, 37 block) swashbuckler's steel shield (0 def, 4 armour, 116% power, 37 block)7.0 T2 shield armor Reqs Shield usage training [Ego+] Master When used to Attack: Power 116% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +37 While equipped: Stats +3 Str +1 Dex dps ---------- Acc +7 (+2 eff.) ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | Geba the Coalmire (1 def, 0 armour) Geba the Coalmire (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Res.pen +15% cold On Hit (Melee): * 20% chance to reduce damage dealt by 17% ----- def ----- Defense +1 (+0 eff.) Resists +12% cold Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Mankini (0 def, 0 armour) Mankini (0 def, 0 armour)2.0 T1 cloth armor [Unique] While equipped: ----- def ----- Resists +7% all You have never taken it off. Revealing, green, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
Inventory
starlit copper amulet of dexterity (+3) starlit copper amulet of dexterity (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex ----- def ----- Resists +10% light +12% darkness Blind- +20% Amulets make your neck look great! |
Zerydunanik the gold amulet Zerydunanik the gold amulet0.1 T3 amulet jewelry [Rare] Disrupt While equipped: ----- def ----- Resists +11% blight +14% nature +6% lightning Spell.save +12 (+8 eff.) Die.at -80.00 life Poison- +20% Disease- +26% Cut- +20% Amulets make your neck look great! |
rogue's copper ring of perseverance rogue's copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+1 eff.) HP.reg +1.00 Stun/Frz- +21% Rings make your fingers look great! |
wizard's copper ring of corrosion (+22%) wizard's copper ring of corrosion (+22%)0.1 T1 ring jewelry [Ego] Arcane/Nature While equipped: Stats +4 Mag dps ---------- Dmg.mod +11% acid ----- def ----- Resists +22% acid Spell.save +8 (+6 eff.) Rings make your fingers look great! |
mule's steel ring of sensing mule's steel ring of sensing0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Fatigue -4% Blind- +20% ---------- misc Max.enc +25 Infravis +3 See.Stealth +6 See.Invis +8 Rings make your fingers look great! |
shimmering ash magestaff (111% power, 3 apr, fire element) shimmering ash magestaff (111% power, 3 apr, fire element)5.0 T2 staff 2H weapon Reqs Mag 16 [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 +2% Spell.pwr +6 (+5 eff.) Dmg.mod +15% fire ---------- misc Mana/turn +0.12 Max.mana +37.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Aradhema (120% power, 4 apr, darkness element) Aradhema (120% power, 4 apr, darkness element)5.0 T3 staff 2H weapon Reqs Mag 24 [Rare] Arcane 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: dps ---------- Spell.crit +8% Spell.pwr +13 (+8 eff.) Dmg.mod +20% darkness ----- def ----- Resists +3% acid +6% lightning +6% blight Spell.save +9 (+6 eff.) ---------- misc Mana/s.crit +1.00 Vim/s.crit +3.00 Max.vim +12.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew vilestaff 'Chillcrack' (120% power, 4 apr, acid element) yew vilestaff 'Chillcrack' (120% power, 4 apr, acid element)5.0 T3 staff 2H weapon Reqs Mag 24 [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: dps ---------- Spell.crit +11% Crit.mult +14.00% Spell.pwr +9 (+6 eff.) Dmg.mod +20% acid +3% cold +6% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 20 ----- def ----- Resists +9% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Porybrelralaith the Cinderwake (165% power, 2 apr) Porybrelralaith the Cinderwake (165% power, 2 apr)5.0 T3 greatmaul 2H weapon Reqs Str 24 [Rare] Master Power 166% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +4 physical While equipped: Stats +1 Dex dps ---------- Dmg.mod +3% fire ----- def ----- Resists +6% temporal Die.at -60.00 life Massive two-handed mauls. |
steel longsword of phasing (116% power, 13 apr) steel longsword of phasing (116% power, 13 apr)3.0 T2 longsword 1H weapon Reqs Str 16 [Ego] Arcane Power 116% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +13 Crit +3.0% Atk.spd 100% Phasing +11% Sharp, long, and deadly. |
dwarven-steel longsword 'Glorann' (144% power, 4 apr) dwarven-steel longsword 'Glorann' (144% power, 4 apr)3.0 T3 longsword 1H weapon Reqs Str 24 [Rare] Master Power 144% 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: Stats +2 Con dps ---------- Phys.crit +3.0% On Hit (Melee): * 20% chance to reduce armor by 19% ----- def ----- Phys.save +6 (+3 eff.) Sharp, long, and deadly. |
steel mace (110% power, 3 apr) steel mace (110% power, 3 apr)3.0 T2 mace 1H weapon Reqs Str 16 [Normal] Power 110% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Blunt and deadly. |
Unerring Scalpel (111% power, 25 apr) Unerring Scalpel (111% power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 111% Range: 1.3x Uses 45% Str, 55% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+5 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Breguyon (129% power, 7 apr) Breguyon (129% power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Master Power 129% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +8.0% Atk.spd 100% While equipped: dps ---------- Crit.mult +10.00% Phys.pwr +15 (+7 eff.) Acc +5 (+1 eff.) ----- def ----- Defense +20 (+5 eff.) Sharp, short and deadly. |
Serpent's Glare (91% power, 15 apr, nature damage) Serpent's Glare (91% power, 15 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 92% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 220.80 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Falebar the Ravensage Falebar the Ravensage4.0 T3 longbow 2H weapon [Rare] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 On Hit: 10% Arcane Vortex 3 While equipped: Stats +8 Mag dps ---------- Spell.pwr +31 (+17 eff.) Dmg.mod +18% arcane +3% darkness Longbows are used to shoot arrows at your foes. |
Iceblood the yew longbow Iceblood the yew longbow4.0 T3 longbow 2H weapon [Rare] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Ranged+ +4 cold On Crit.r2 +12 lightning While equipped: Stats +5 Str dps ---------- Phys.pwr +12 (+6 eff.) Res.pen +15% cold Melee Ret 2 mind ----- def ----- Resists +6% mind Longbows are used to shoot arrows at your foes. |
fungal cured leather sling of dampening fungal cured leather sling of dampening4.0 T2 sling 1H weapon [Ego] Nature/Disrupt Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: Stats +2 Con ----- def ----- Resists +7% acid +7% lightning +9% cold +8% fire +3% all Spell.save +5 (+4 eff.) ---------- misc Masteries +0.20 Wild-gift/Fungus Regenerate 92 life over 5 turns Puts all charms on 20 cooldown Slings are used to hurl stones or metal shots at your foes. |
penetrating cured leather sling penetrating cured leather sling4.0 T2 sling 1H weapon [Ego+] Arcane Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: dps ---------- Res.pen +5% physical Slings are used to hurl stones or metal shots at your foes. |
pouch of iron shots 'Glorudhemina' (15/15, 111% power, 2 apr) pouch of iron shots 'Glorudhemina' (15/15, 111% power, 2 apr)3.0 T1 shot ammo [Rare] Nature Power 111% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.0% Capacity 15 Proj.spd +200% On Hit.r1 +12 acid On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 98 physical damage While equipped: ---------- misc Reload +1 Shots are used with slings to pummel your foes to death. |
barbed pouch of steel shots of grasping (16/16, 132% power, 2 apr) barbed pouch of steel shots of grasping (16/16, 132% power, 2 apr)3.0 T2 shot ammo [Ego++] Nature/Master Power 133% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +2 Crit +11.5% Capacity 16 On Hit: * 20% chance to create vines that bind the target to the ground dealing 114 nature damage and pinning them for 3 turns On Crit: * Wound the target dealing 137 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Scumguile the dwarven-steel shield (0 def, 6 armour, 138% power, 81.5 block) Scumguile the dwarven-steel shield (0 def, 6 armour, 138% power, 81.5 block)7.0 T3 shield armor Reqs Shield usage training [Rare] Disrupt When used to Attack: Power 139% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +82 Melee+ +4 nature While equipped: dps ---------- Dmg.mod +9% nature +3% mind ----- def ----- Armour +6 Fatigue +8% Resists +10% arcane +12% cold ---------- misc Equi/ret +0.08 Psi/ret +0.04 Talents +1 Block Handheld deflection devices. |
Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+4 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+3 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
Politta (9 def, 6 armour) Politta (9 def, 6 armour)9.0 T3 light armor Reqs Str 16 [Rare] Master While equipped: Stats +2 Cun +2 Str dps ---------- Dmg.mod +3% blight Res.pen +5% arcane Melee Ret 6 arcane ----- def ----- Armour +6 Defense +9 (+2 eff.) Fatigue +8% Resists +15% fire Crit.chn- 5.00% ---------- misc Max.vim +20.00 A suit of armour made of leather. |
hardened leather armour 'Searkill' (9 def, 6 armour) hardened leather armour 'Searkill' (9 def, 6 armour)9.0 T3 light armor Reqs Str 16 [Rare] Disrupt While equipped: dps ---------- Dmg.mod +21% mind Res.pen +10% fire ----- def ----- Armour +6 Defense +9 (+2 eff.) Fatigue +8% Resists +10% blight +9% fire +12% nature +12% cold A suit of armour made of leather. |
Iron Mail of Bloodletting (2 def, 4 armour) Iron Mail of Bloodletting (2 def, 4 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 14 [Unique] Arcane While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +12% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +3.00 Heal.mod +30% ---------- misc Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
cleansing steel plate armour (0 def, 9 armour) cleansing steel plate armour (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training Str 28 [Ego] Disrupt While equipped: ----- def ----- Armour +9 Fatigue +22% Resists +10% nature +12% blight A suit of armour made of metal plates. |
Betuthra the Gleamcutter Betuthra the Gleamcutter1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Spell.crit +2% Phys.pwr +2 (+1 eff.) S.pwr/crit +6 ----- def ----- Resists +3% light +3% mind Spell.save +8 (+6 eff.) Blind- +20% ---------- misc Size +1 A belt that goes around your waist. |
cashmere wizard hat 'Cracklemalice' (2 def, 0 armour) cashmere wizard hat 'Cracklemalice' (2 def, 0 armour)2.0 T3 head armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +15% lightning +13% light +6% arcane Res.pen +15% lightning ----- def ----- Defense +2 (+0 eff.) Resists +6% lightning +19% light +5% arcane A pointy cloth hat, very wizardly... |
5 agate 5 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. |
6 spinel 6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ametrine 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. |
3 citrine 3 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. |
7 zircon 7 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. |
5 topaz 5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide Phial1.0 T1 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.(62 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern 'Glaciermalice' brass lantern 'Glaciermalice'2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Resists +3% fire +9% mind +6% cold Max.HP +40.00 ---------- 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. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Persistent Will Persistent Will2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 25 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
innervating elm wand of lightning storm [power 116] (15 cooldown) innervating elm wand of lightning storm [power 116] (15 cooldown)2.0 T1 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 25 lightning damage and will be dazed for 1 turn (127 total damage) Puts all charms on 15 cooldown 100% to reduce fatigue by 21% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
ash wand of conjuration [power 155] (15 cooldown) ash wand of conjuration [power 155] (15 cooldown)2.0 T2 wand charm [Ego] Arcane Fire a magical bolt dealing 186 cold damage Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Bokudor the Umbrasever [power 260] (20 cooldown) Bokudor the Umbrasever [power 260] (20 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% mind Res.pen +5% darkness Melee Ret 8 mind 4 darkness ----- def ----- Resists +3% temporal Create a shield absorbing up to 260 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase the duration of 3 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Donkletonkle the Halfling Skirmisher level 10
3rd Mirth 122nd year of Ascendancy at 00:34 see stats
By Donkletonkle the Halfling Skirmisher level 8
79th Pyre 122nd year of Ascendancy at 06:53 see stats
By Donkletonkle the Halfling Skirmisher level 10
8th Mirth 122nd year of Ascendancy at 12:19 see stats
Log
Donkletonkle shoots!
Ivorann the cutpurse casts Lightning.
Adoravea the thief throws a finishing uppercut.
Adoravea the thief misses Donkletonkle.
Donkletonkle's Shoot hits Adoravea the thief for (17 flat reduction), 50 physical, (6 flat reduction), 0 physical, (11 flat reduction), 0 cold, (4 flat reduction), 0 mind, (4 flat reduction), 0 fire, (11 flat reduction), 0 fire, (17 flat reduction), 1 cold (50 total damage).
Donkletonkle's Shoot hits Dolleg for (12 absorbed), 0 fire, (19 absorbed), 0 cold (0 total damage).
Ivorann the cutpurse hits Donkletonkle for 177 lightning damage.
Donkletonkle hits Ivorann the cutpurse for 6 lightning damage.
Donkletonkle hits Large brown snake for 16 lightning damage.
Donkletonkle hits Dolleg for (16 absorbed), 0 lightning (0 total damage).
Donkletonkle hits Adoravea the thief for (15 flat reduction), 0 lightning (0 total damage).
Adoravea the thief speeds up.
Adoravea the thief is fully armored again.
Bleeding from Donkletonkle hits Adoravea the thief for (12 flat reduction), 0 physical (0 total damage).
Donkletonkle uses Kneecapper.
Ivorann the cutpurse is pinned to the ground.
Ivorann the cutpurse resists the knockback!
Ivorann the cutpurse starts to bleed.
Ivorann the cutpurse casts Manathrust.
Donkletonkle's Kneecapper hits Ivorann the cutpurse for 55 physical, 4 physical, 7 cold, 2 mind, 2 fire, 6 fire, 10 cold, 53 physical (138 total damage).
Ivorann the cutpurse hits Donkletonkle for 133 arcane damage.
Adoravea the thief uses Venomous Strike.
Donkletonkle is poisoned!
Donkletonkle is poisoned!
Donkletonkle slows down.
Adoravea the thief hits Donkletonkle for 128 nature, 8 arcane, 6 blight (141 total damage).
Melee retaliation hits Adoravea the thief for (7 flat reduction), 0 acid, (3 flat reduction), 0 arcane, (2 flat reduction), 0 light (0 total damage).
Donkletonkle the level 14 halfling skirmisher was diseased to death by Adoravea the thief on level 1 of Ruined Dungeon.