











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. 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. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. 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 Items Vault 1.7.6Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Prophecy Management 1.7.0Adds a new talent Prophecy Management, for easier management of the prophecies associated with Grand Oration, Twofold Curse and Revelation. 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:
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: 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 | Nightmare Semi-Roguelike (mild) |
| Sex | Male |
| Race | Shalore |
| Class | Wanderer |
| Level / Exp | 16 / 53% |
| Size | medium |
| Lifes / Deaths | Killed by Poltergeist Eye of Winter at level 16 on the 17th Dusk 122nd year of Ascendancy at 15:36 / 2Killed by Poltergeist Eye of Winter at level 16 on the 17th Dusk 122nd year of Ascendancy at 15:42 |
Primary Stats
| Strength | 31 (base 32) |
| Dexterity | 14 (base 12) |
| Constitution | 25 (base 20) |
| Magic | 42 (base 27) |
| Willpower | 20 (base 12) |
| Cunning | 20 (base 12) |
Resources
| Life | -1/507 |
| Insanity | 100/100 |
| Stamina | 170/170 |
| Healing Factor | 1.1245178243369 |
| Regeneration | 4.6726692516824 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| See Stealth | 10 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 35 |
| Accuracy | 27 |
| Crit Chance | 18% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 31 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +11% |
| Darkness | +11% |
| Temporal | +11% |
| Cold | +9% |
| Fire | +6% |
| Mind | +6% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +15% |
| Cold | +10% |
| Physical | +25% |
| Mind | +10% |
| Acid | +5% |
Defense: Base
| Armour (hardiness) | 17.413408721348 (65.897138898113%) |
| Defense | 11 |
| Ranged Defense | 11 |
| Fatigue | 12 |
| Physical Save | 22 |
| Spell Save | 32 |
| Mental Save | 14 |
Defense: Resistances
| Physical | + 4%( 70%) |
| Darkness | + 15%( 70%) |
| Nature | + 6%( 70%) |
| Temporal | + 14%( 70%) |
| Acid | + 24%( 70%) |
| Arcane | + 14%( 70%) |
| Fire | + 6%( 70%) |
| All | + 3%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Teleport Resistance | 10% |
Inscriptions (5/5)
| 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 310 damage for 5 turns. Its effects scale with your Magic stat. |
| 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 physical effect and reduce all damage taken by 22% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 3 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 462% 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 Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 124 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
| Spell / Master of bones | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Oblivion | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Mecharachnid | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Battle tactics | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Tentacles | 1.00 |
| 5/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Dreaming | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Torment | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Effects
Quests
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 have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Scintillating Caves. Escort: lone alchemist (level 2 of Scintillating Caves)As a reward you improved Magic by +5. | 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 gained talent category Technique / Conditioning (at mastery 1.00). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Scintillating Caves. Escort: repented thief (level 3 of Scintillating Caves)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | 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 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 |
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 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 | Gunidir the Searvalor (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Mag +1 Con dps ---------- Phys.crit +3.0% Phys.pwr +4 (+1 eff.) Dmg.mod +3% mind +6% fire Apr +4 On Hit (Melee): * 20% chance to reduce all saves and defense by 18 ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern 'Dimwrack'2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +6% darkness Res.pen +15% darkness Melee Ret 6 darkness ----- def ----- Resists +3% darkness Max.HP +42.00 ---------- 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 | linen wizard hat 'Voruselle' (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +3 (+2 eff.) On Hit (Melee): * 10% chance to slow global speed by 44% ----- def ----- Defense +1 (+1 eff.) Spell.save +12 (+6 eff.) HP.reg +2.00 Teleport- +10% ---------- misc Psi/turn +0.10 A pointy cloth hat, very wizardly... |
| Tool | extending iron torque of mindblast [power 100] (12/15 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 106 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
| On fingers | mule's copper ring of corrosion (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% acid ----- def ----- Fatigue -5% Resists +22% acid ---------- misc Max.enc +21 Rings make your fingers look great! |
| On fingers | Ulosta0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +3 Mag +2 Cun +1 Con dps ---------- Dmg.mod +11% temporal Res.pen +5% acid ----- def ----- Armour +2 Resists +11% temporal Rings make your fingers look great! |
| Around waist | rough leather belt 'Wildfist'1.0 T1 belt armor [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Mind.pwr +3 (+2 eff.) Dmg.mod +3% mind ----- def ----- Resists +3% nature +3% fire Phys.save +6 (+3 eff.) ---------- misc Psi/ret +0.08 Max.psi +20.00 A belt that goes around your waist. |
| In main hand | iron waraxe 'Mayura' (104% power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Psionic Power 105% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +4 mind On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +5 Cun +2 Wil dps ---------- Mind.crit +3% ---------- misc Psi/ret +0.04 One-handed war axes. |
| On hands | Glacierbloom the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +1 Str +1 Con dps ---------- Melee+ 6 darkness Dmg.mod +5% darkness +9% cold Res.pen +10% cold +25% physical ----- def ----- Armour +2 Fatigue +3% Resists +9% darkness +5% arcane Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Poronor (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +4 Mag +2 Con dps ---------- Res.pen +10% mind ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Resists +6% arcane Spell.save +11 (+5 eff.) A suit of armour made of mail. |
| Cloak | Delarodir the linen cloak (6 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Dex dps ---------- Crit.mult +10.00% Phys.pwr +5 (+2 eff.) ----- def ----- Defense +6 (+6 eff.) Resists +1% physical Max.HP +30.00 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 (+3 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
Primal Infusion (affinity 12%; reduction 2; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion (heal 52; cd 15)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 52 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Prismatic Rune (6 turns; lightning, physical, nature, mind)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 lightning, 4 physical, 4 nature, 3 mind Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con Amulets make your neck look great! |
copper amulet of magic (+3)0.1 T1 amulet jewelry [Ego] Arcane While equipped: Stats +3 Mag Amulets make your neck look great! |
Kor's Fall (100% power, 0 apr, darkness element)5.0 T1 staff 2H weapon [Unique] Arcane Power 100% Range: 1.2x Uses 110% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+3 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 3.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 101.17 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (202). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
acidic steel greatmaul of massacre (143% power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] Arcane/Master Power 144% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 88 damage over 5 turns and reducing armor and accuracy by 11 Massive two-handed mauls. |
warbringer's steel greatsword of shearing (125% power, 2 apr)3.0 T2 greatsword 2H weapon [Ego++] Master Power 125% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Phys.pwr +9 (+3 eff.) Res.pen +10% physical +10% all Acc +10 (+5 eff.) Apr +10 ----- def ----- Disarm- +14% Massive two-handed swords. |
truestriking steel mace of corruption (109% power, 3 apr)3.0 T2 mace 1H weapon [Ego++] Arcane/Master Power 109% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Hit: 20% Curse of Death 2 While equipped: dps ---------- Res.pen +5% physical Acc +9 (+4 eff.) Apr +7 Blunt and deadly. |
Shockobsidian the iron waraxe (118% power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Master Power 118% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +12 lightning On Crit.r2 +4 lightning While equipped: Stats +1 Mag ---------- misc Psi/ret +0.04 One-handed war axes. |
acidic steel dagger of massacre (115% power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego] Arcane/Master Power 115% 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% On Crit: * Splash the target with acid dealing 88 damage over 5 turns and reducing armor and accuracy by 11 Sharp, short and deadly. |
arcing steel dagger of daylight (107% power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego] Arcane Power 107% 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+ +7 light Against +7% Undead On Hit: * 25% chance for lightning to strike from the target to a second target dealing 53 damage Sharp, short and deadly. |
mitotic vined mindstar (85% power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego+] Nature Power 85% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +6.0% Atk.spd 100% On Hit: * 6% chance to slow global speed by 44% * 5% chance to reduce armor by 27% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ---------- misc Talents +1 Attune Mindstar Divide the mindstar in two Puts all charms on 1 cooldown 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. |
vined mindstar (85% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Normal] Nature Power 85% 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.) ---------- 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. |
vined mindstar (85% power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Normal] Nature Power 85% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature 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.) ---------- 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. |
vined mindstar of flames (85% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego+] Nature Power 85% 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 +3% Melee+ 5 fire Dmg.mod +4% fire Res.pen +8% fire ----- def ----- Resists +7% fire ---------- 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. |
Stormlash (115% power, 7 apr)3.0 T1 whip 1H weapon Reqs Dex 15 [Unique] Arcane Power 115% Range: 1.1x Uses 100% Dex Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +5.0% Atk.spd 125% Dmg.conv 50% dazing lightning On Crit: * Focus the lightning forces on an enemy While equipped: dps ---------- Dmg.mod +10% lightning Acc +7 (+3 eff.) Strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 15.22 to 45.67 lightning damage (based on Magic and Dexterity). Uses 10 power out of 10/10 This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
ranger's yew longbow of acid4.0 T3 longbow 2H weapon Reqs Dex 24 [Ego] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 Ranged+ +12 acid While equipped: Stats +3 Dex dps ---------- Dmg.mod +15% acid Longbows are used to shoot arrows at your foes. |
yew longbow of enduring4.0 T3 longbow 2H weapon Reqs Dex 24 [Ego+] Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: Stats +8 Con +11 Wil ----- def ----- Max.HP +74.00 Longbows are used to shoot arrows at your foes. |
cured leather sling4.0 T2 sling 1H weapon Reqs Dex 16 [Normal] Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Slings are used to hurl stones or metal shots at your foes. |
cured leather sling of enduring4.0 T2 sling 1H weapon Reqs Dex 16 [Ego+] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: Stats +5 Con +6 Wil ----- def ----- Max.HP +10.00 Slings are used to hurl stones or metal shots at your foes. |
fungal cured leather sling4.0 T2 sling 1H weapon Reqs Dex 16 [Ego] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: Stats +2 Con ---------- misc Masteries +0.10 Wild-gift/Fungus Regenerate 60 life over 5 turns Puts all charms on 20 cooldown Slings are used to hurl stones or metal shots at your foes. |
chilling pouch of steel shots of daylight (15/15, 120% power, 2 apr)3.0 T2 shot ammo Reqs Dex 16 [Ego] Arcane Power 121% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 15 Ranged+ +9 light +6 cold Against +5% Undead Shots are used with slings to pummel your foes to death. |
mindwoven woollen robe of fire (+16%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +2 (+1 eff.) Dmg.mod +11% fire ----- def ----- Resists +9% all +16% fire Mind.save +17 (+11 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Rainimmortal (6 def, 4 armour)9.0 T2 light armor [Rare] Psionic While equipped: dps ---------- Res.pen +15% cold Melee Ret 6 cold On Hit (Melee): * 20% chance to reduce all saves and defense by 18 ----- def ----- Armour +4 Defense +6 (+6 eff.) Fatigue +7% Resists +9% mind +6% lightning Mind.save +11 (+8 eff.) A suit of armour made of leather. |
Gloommortal (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Mind.pwr +15 (+8 eff.) Dmg.mod +9% darkness Res.pen +5% mind On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 17 ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% Resists +19% cold ---------- misc Equi/ret +0.08 Max.psi +10.00 A suit of armour made of mail. |
steel mail armour of the deep (2 def, 7 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +7 Defense +2 (+2 eff.) Fatigue +12% Resists +5% acid +6% cold ---------- misc Breathe water A suit of armour made of mail. |
Nerissra (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training [Rare] Master While equipped: dps ---------- On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +7 Fatigue +22% Resists +15% acid +3% nature Max.HP +60.00 A suit of armour made of metal plates. |
steel plate armour 'Sleetgasher' (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Mind.crit +1% On Hit (Melee): * 10% chance to reduce all saves and defense by 18 ----- def ----- Armour +9 Fatigue +22% Resists +6% mind +9% cold Mind.save +20 (+13 eff.) ---------- misc Equi/ret +0.08 Hate/m.crit +3.00 A suit of armour made of metal plates. |
Purehunger the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +3 Str +1 Dex +1 Cun +2 Con dps ---------- On Hit (Melee): * 20% chance to slow global speed by 44% ----- def ----- Defense +1 (+1 eff.) Resists +3% cold ---------- misc See.Invis +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
scholar's pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +4 (+2 eff.) ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +0.30 Max.stam +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Normal] While equipped: ----- 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. |
iron gauntlets 'Ce'Nemivena' (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Dex dps ---------- Acc +11 (+5 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +9% acid +3% temporal +3% nature Knockbk- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
psychic's dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Psionic While equipped: dps ---------- Melee+ 7 mind Dmg.mod +5% mind ----- def ----- Armour +2 Fatigue +3% Resists +6% mind Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
shielding cashmere wizard hat of light (+18%) (2 def, 0 armour)2.0 T3 head armor [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +12% light ----- def ----- Defense +2 (+2 eff.) Resists +18% light Spell.save +7 (+3 eff.) A pointy cloth hat, very wizardly... |
insulating rough leather cap of strength (+2) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +1 Fatigue +1% Resists +5% fire +6% cold A cap made of leather. |
4 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 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. |
4 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. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
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. |
148 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. |
Floeresolve the brass lantern2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +7% mind Res.pen +5% cold Melee Ret 2 mind ----- def ----- Resists +3% cold +3% fire Mind.save +6 (+6 eff.) Max.HP +60.00 Disarm- +20% ---------- 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. |
brass lantern 'Belybeth'2.0 T1 lite [Rare] Nature While equipped: Stats +2 Dex +2 Mag ----- def ----- Resists +6% mind Phys.save +6 (+3 eff.) Heal.mod +12% ---------- misc Light +3 Infravis +2 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. |
survivor's brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +5 (+3 eff.) Max.HP +41.00 Heal.mod +11% ---------- 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. |
Erelegorn (dig speed 38 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str +2 Dex dps ---------- Dmg.mod +5% nature On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +9% lightning +2% physical +10% nature ---------- misc Max.stam +20.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+5 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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)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. |
Achievements
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Wanderman II the Shalore Wanderer level 10
9th Mirth 122nd year of Ascendancy at 03:03 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Wanderman II the Shalore Wanderer level 14
4th Dusk 122nd year of Ascendancy at 10:35 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Wanderman II the Shalore Wanderer level 8
6th Mirth 122nd year of Ascendancy at 00:03 see stats
Unstoppable (Nightmare (Adventure) difficulty)
Returned from the dead.By Wanderman II the Shalore Wanderer level 16
17th Dusk 122nd year of Ascendancy at 15:36 see stats
Log
Poltergeist Eye of Winter blocks Wanderman II's attack and retaliates with his telekinetically wielded weapon!
Poltergeist Eye of Winter repels an attack from Wanderman II.
Wanderman II hits Forest wight for 174 darkness, 8 darkness, 5 mind, 7 mind, 3 mind, 9 darkness, 4 mind (209 total damage).
Wanderman II hits Poltergeist Eye of Winter for (26 to psi shield), (1 deflected), 38 physical, 1 mind, 4 darkness, 4 mind (47 total damage).
Melee retaliation hits Poltergeist Eye of Winter for (4 deflected), 5 darkness (5 total damage).
Poltergeist Eye of Winter hits Wanderman II for 64 physical, 14 physical, 14 lightning (92 total damage).
Forest wight's glacial vapour area effect hits Wanderman II for 27 cold damage.
Forest wight's glacial vapour area effect hits Poltergeist Eye of Winter for (9 to psi shield), 13 cold (13 total damage).
Poltergeist Eye of Winter uses Telekinetic Smash.
Wanderman II is stunned!
Poltergeist Eye of Winter hits Wanderman II for 62 mind, 14 physical, 14 lightning, 14 physical, 14 lightning, 66 physical, 14 physical, 14 lightning (211 total damage).
Melee retaliation hits Poltergeist Eye of Winter for 4 darkness, 6 darkness, 8 darkness (18 total damage).
Wanderman II is not stunned anymore.
Wanderman II has recovered!
Poltergeist Eye of Winter's Beyond the Flesh hits Wanderman II for 51 physical, 14 physical, 14 lightning (79 total damage).
Melee retaliation hits Poltergeist Eye of Winter for 2 darkness damage.
LIFE LOST WARNING!
Keyboard input temporarily disabled.
Wanderman II uses Infusion: Healing.
Wanderman II receives 139 healing from Infusion: Healing.
Tendrils Eruption is still on cooldown for 1 turns.
Wanderman II hits Poltergeist Eye of Winter for (9 to psi shield), (4 deflected), 9 physical, 1 mind, 8 darkness, 1 mind, 54 darkness, 7 darkness, 2 mind (81 total damage).
Wanderman II hits Forest wight for 8 mind, 5 mind, 7 darkness, 4 mind, 8 mind, 7 darkness, 5 mind (44 total damage).
Forest wight's glacial vapour area effect hits Wanderman II for 27 cold damage.
Forest wight's glacial vapour area effect hits Poltergeist Eye of Winter for (9 to psi shield), 13 cold (13 total damage).
Poltergeist Eye of Winter's mind surges with critical power!
Poltergeist Eye of Winter hits Wanderman II for 117 mind, 14 physical, 14 lightning, 14 physical, 14 lightning (173 total damage).
Melee retaliation hits Poltergeist Eye of Winter for 6 darkness, 7 darkness (13 total damage).
Wanderman II the level 16 shalore wanderer was shocked to death by a Poltergeist Eye of Winter on level 3 of Ruined halfling complex.






































































































