











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: 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:
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:
Items Vault 1.7.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Better Item Description 1.6.6This 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 1.6.5Quality 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 | Nightmare Adventure |
| Sex | Male |
| Race | Thalore |
| Class | Skirmisher |
| Level / Exp | 27 / 52% |
| Size | medium |
| Lifes / Deaths | Killed by Rhaloren Inquisitor at level 11 on the 1st Flare 122nd year of Ascendancy at 00:29 3 / 3Killed by Urkis, the High Tempest at level 22 on the 60th Dusk 122nd year of Ascendancy at 13:48 Killed by Urkis, the High Tempest at level 22 on the 60th Dusk 122nd year of Ascendancy at 15:14 |
Primary Stats
| Strength | 20 (base 10) |
| Dexterity | 81 (base 58) |
| Constitution | 14 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 15 (base 11) |
| Cunning | 54 (base 51) |
Resources
| Life | 304/613 |
| Stamina | 196/196 |
| Healing Factor | 1.1372895330003 |
| Regeneration | 28.612505130509 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| See Stealth | 10 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 126 |
| Accuracy | 59 |
| Crit Chance | 27% |
| APR | 5 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 20 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 38 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +9% |
| Arcane | +7% |
| Cold | +17% |
| All | +2% |
| Lightning | +23% |
| Temporal | +12% |
| Physical | +17% |
| Fire | +24% |
| Mind | +20% |
Offense: Damage Penetration
| Mind | +20% |
Defense: Base
| Armour (hardiness) | 28 (94.687909656376%) |
| Defense | 68 |
| Ranged Defense | 68 |
| Fatigue | 0 |
| Physical Save | 25 |
| Spell Save | 8 |
| Mental Save | 24 |
Defense: Resistances
| Acid | + 25%( 70%) |
| Blight | + 21%( 70%) |
| Arcane | + 19%( 70%) |
| Cold | + 52%( 70%) |
| All | + 15%( 70%) |
| Darkness | + 35%( 70%) |
| Light | + 23%( 70%) |
| Temporal | + 18%( 70%) |
| Physical | + 31%( 70%) |
| Lightning | + 55%( 70%) |
| Fire | + 35%( 70%) |
| Nature | + 32%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Confusion Resistance | 10% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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. |
| Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: 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: 4 acid, 3 physical, 4 blight, 3 fire, 3 mind, 5 lightning |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 359 damage for 3 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Cunning / Poisons | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Tireless Combatant | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Cunning / Called Shots | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Buckler Training | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Insidious Poison |
| talent | Trained Reactions |
| talent | Counter Shot |
| talent | Numbing Poison |
| talent | Apply Poison |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | A flow of life spins around the target, regenerating 20.00 life per turn. Regeneration |
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 |
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 lone alchemist to the recall portal on level 2 of Norgos Lair. Escort: lone alchemist (level 2 of Norgos Lair)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved Dexterity by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You 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 |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | 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. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 46. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Quiver | Borehek (16/20, 55-66 power, 5 apr)3.0 T4 shot ammo [Random Unique] Arcane/Master/Psionic Power 55.0 - 66.0 Physical Uses 70% Dex, 50% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 20 Ranged+ +23 physical +16 temporal On Hit.r1 +4 mind On Hit: * 20% chance to reduce all saves and defense by 25 * 20% chance to knock the target back 3 spaces and deal 154 physical damage * Create an explosion dealing 36 cold damage (1/turn) Shots are used with slings to pummel your foes to death. |
| Light source | survivor's alchemist's lamp1.0 T3 lite [Ego] Nature While equipped: ----- def ----- Phys.save +7 (+4 eff.) Heal.mod +10% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | 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 41.66 to 124.97 lightning damage (83.31 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
| On hands | Xyrin (20 def, 3 armour)1.0 T4 hands armor [Rare] Master While equipped: Stats +8 Str dps ---------- Phys.pwr +21 (+7 eff.) Mind.pwr +10 (+4 eff.) Dmg.mod +9% mind ----- def ----- Armour +3 Defense +20 (+5 eff.) Resists +4% physical Die.at -40.00 life 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 | stralite torque of psionic shield [power 105] (25 cooldown)2.0 T4 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 105 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | rogue's copper ring of power0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +6 (+3 eff.) ----- def ----- Defense +6 (+1 eff.) Rings make your fingers look great! |
| On fingers | titan's steel ring of lightning (+22%)0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Phys.save +4 (+2 eff.) Rings make your fingers look great! |
| Around neck | Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
| In main hand | Urikhad the drakeskin leather sling4.0 T5 sling 1H weapon [Rare] Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: dps ---------- Phys.crit +9.0% Res.pen +20% mind Acc +10 (+3 eff.) ----- def ----- Resists +9% light Phys.save +9 (+5 eff.) Disease- +20% Confus- +10% Def/telep +15 Res/telep +15% Dur/telep +15% Slings are used to hurl stones or metal shots at your foes. |
| Around waist | Belythel the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Con dps ---------- Mind.pwr +4 (+2 eff.) Dmg.mod +3% mind ----- def ----- Resists +15% lightning +3% temporal +3% darkness +3% cold +5% arcane Mind.save +5 (+3 eff.) A belt that goes around your waist. |
| In off hand | Wrathroot's Barkwood (9 def, 10 armour, 23-32 power, 60 block)7.0 T2 shield armor [Unique] Nature When used to Attack: Power 23.5 - 32.9 Physical Uses 150% Str Acc+ +2.5% proc dam (max 250%) Crit +2.0% Block +60 While equipped: ----- def ----- Armour +10 Defense +9 (+2 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
| Cloak | Flashhacker (3 def, 0 armour)2.0 T5 cloak armor [Rare] Nature While equipped: dps ---------- Mind.crit +5% Dmg.mod +6% mind +9% fire Acc +33 (+9 eff.) ----- def ----- Defense +3 (+1 eff.) Fatigue -4% Resists +12% fire Max.HP +79.00 ---------- misc Psi/ret +0.08 Max.stam +26.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | timebroken cashmere robe of alchemy (0 def, 0 armour)2.0 T3 cloth armor [Ego++] Arcane While equipped: Stats +2 Mag +3 Wil dps ---------- Spell.crit +3% Spell.pwr +5 (+2 eff.) Dmg.mod +7% acid +10% temporal +13% fire +5% cold +5% arcane +15% physical ----- def ----- Resists +12% acid +15% physical +11% fire +11% cold +11% all ---------- misc Max.mana +32.00 Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
heroism infusion of the duelist (die at -700; dur 6; cd 31)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 32 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -700 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1052 life, 9 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the duelist (speed 690%; cd 9)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 690% 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 Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 511; 17 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 511 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 31%; physical; dur 2; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd 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 31% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 26%; physical; dur 2; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 26% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)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. |
Rune of the Rift (210.00 temporal damage, removed from time 4 turns)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 235.20 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. |
Offalwild0.1 T5 amulet jewelry [Rare] Master While equipped: Stats +4 Con dps ---------- Crit.mult +10.00% Acc +6 (+2 eff.) Apr +16 ----- def ----- Resists +9% nature +18% fire Phys.save +3 (+2 eff.) HP.reg +4.00 Amulets make your neck look great! |
The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
voratun amulet 'Skynigh'0.1 T5 amulet jewelry [Rare] Nature While equipped: dps ---------- Res.pen +10% lightning ----- def ----- Resists +13% fire +12% nature +23% cold Crit.dmg- 10.00% Disease- +20% Teleport- +20% Amulets make your neck look great! |
Armolazor0.1 T5 ring jewelry [Rare] Master While equipped: Stats +6 Str dps ---------- Melee Ret 8 mind ----- def ----- Armour +18 Resists +12% mind +6% cold Mind.save +3 (+2 eff.) Disease- +20% Rings make your fingers look great! |
marksman's steel ring of sensing0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Dex dps ---------- Acc +8 (+2 eff.) ----- def ----- Blind- +20% ---------- misc Infravis +3 See.Stealth +9 See.Invis +6 Rings make your fingers look great! |
inquisitor's stralite waraxe of enduring (31-44 power, 5 apr)3.0 T4 waraxe 1H weapon Reqs Str 35 [Ego++] Nature/Disrupt Power 31.5 - 44.1 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Crit: * Deals 66 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) While equipped: Stats +7 Con +6 Wil ----- def ----- Max.HP +10.00 One-handed war axes. |
Fearfire Mantle (14 def, 0 armour)2.0 T3 cloak armor [Unique] Arcane While equipped: dps ---------- Melee Ret 30 fire ----- def ----- Defense +14 (+3 eff.) Resists +10% fire +10% darkness +10% cold ---------- misc Masteries +0.20 Corruption/Fearfire All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
Wind's Whisper (4 def, 0 armour)2.0 T3 cloak armor [Unique] Arcane While equipped: Stats +3 Dex ----- def ----- Defense +4 (+1 eff.) Proj.evade +25% Proj.slow +20% Silence- +30% Evasion: (Instant) Level 2.6 Pwr.cost 50 out of 50/50. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 32% chance to evade melee and ranged attacks and 28 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
Radhulagorn the Dawntrail (0 def, 3 armour)1.0 T4 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 12 acid Dmg.mod +9% acid +9% light Res.pen +5% light +25% fire ----- def ----- Armour +3 Resists +9% acid +18% fire +9% light ---------- misc Light +3 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. |
linen wizard hat of lightning (+15%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +10% lightning ----- def ----- Defense +1 (+0 eff.) Resists +15% lightning A pointy cloth hat, very wizardly... |
cleansing stralite mail armour of Eyal (4 def, 8 armour)14.0 T4 heavy armor Reqs - Heavy armour training Str 38 [Ego+] Nature/Disrupt While equipped: ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Resists +13% nature +15% blight Max.HP +30.00 HP.reg +5.00 Heal.mod +12% A suit of armour made of mail. |
drakeskin leather armour 'Rotzeal' (20 def, 8 armour)9.0 T5 light armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% mind +9% nature Res.pen +10% mind +15% fire ----- def ----- Armour +8 Defense +20 (+5 eff.) Fatigue +8% Resists +15% nature +7% physical Phys.save +23 (+12 eff.) A suit of armour made of leather. |
voratun shield 'Korehad' (0 def, 30 armour, 61-73 power, 206.5 block)7.0 T5 shield armor [Rare] Nature When used to Attack: Power 61.5 - 73.8 Physical Uses 100% Str Acc+ +2.5% proc dam (max 250%) Crit +5.0% Block +206 While equipped: dps ---------- Melee+ 25 lightning Melee Ret 17 lightning ----- def ----- Armour +30 Fatigue +8% Die.at -40.00 life Poison- +20% ---------- misc Light +2 See.Invis +12 Talents +1 Block Handheld deflection devices. |
Essence of Bearness3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 100 power out of 100/100 The very essence of bearness! |
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. |
175 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. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal0.0 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. |
10 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. |
dwarven-steel pickaxe of endurance (dig speed 29 turns)3.0 T3 digger tool [Ego] Master While equipped: Stats +4 Str ----- def ----- Fatigue -6% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
4 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. |
4 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. |
Heart of the Sandworm Queen0.0 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. |
Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 74.50 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 74.50 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright alchemist's lamp of clarity1.0 T3 lite [Ego] Master/Psionic While equipped: ----- def ----- Mind.save +7 (+4 eff.) ---------- misc Light +7 See.Stealth +6 See.Invis +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 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. |
garnet0.0 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. |
ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
pouch of voratun shots 'Dourminister' (19/19, 64-77 power, 6 apr)3.0 T5 shot ammo [Rare] Master Power 64.5 - 77.4 Physical Uses 70% Dex, 50% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +6 Crit +19.0% Capacity 19 Ranged+ +8 darkness On Crit.r2 +16 darkness +4 fire On Hit: * 20 arcane resource burn * 20% chance to slow global speed by 51% On Crit: * Wound the target dealing 181 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
It Which Writhes0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
The Jolt2.0 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. |
extending steel torque of psionic shield [power 43] (25 cooldown)2.0 T2 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 43 for 5 turns Puts all charms on 25 cooldown 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
extending stralite torque of mindblast [power 330] (15 cooldown)2.0 T4 torque charm [Ego+] Psionic Blast the opponent's mind dealing 396 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
focusing iron torque of psionic shield [power 25] (25 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 25 cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
elm totem of healing [power 116] (15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
3 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
extending elven-wood wand of shielding [power 326] (20 cooldown)2.0 T4 wand charm [Ego+] Arcane Create a shield absorbing up to 326 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 1 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 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. |
8 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. |
8 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Hojo the Thalore Skirmisher level 19
48th Dusk 122nd year of Ascendancy at 13:16 see stats
Can you bear it? So much bearness! (Nightmare (Adventure) difficulty)
Killed Borius in the Bearscape.By Hojo the Thalore Skirmisher level 23
6th Haze 122nd year of Ascendancy at 03:51 see stats
Don't Poosh it! (Nightmare (Adventure) difficulty)
Killed Kelad in the lost land of Poosh.By Hojo the Thalore Skirmisher level 24
10th Haze 122nd year of Ascendancy at 11:49 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Hojo the Thalore Skirmisher level 21
52nd Dusk 122nd year of Ascendancy at 04:12 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Hojo the Thalore Skirmisher level 26
45th Haze 122nd year of Ascendancy at 16:23 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Hojo the Thalore Skirmisher level 10
8th Mirth 122nd year of Ascendancy at 20:08 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Hojo the Thalore Skirmisher level 20
48th Dusk 122nd year of Ascendancy at 23:28 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Hojo the Thalore Skirmisher level 24
18th Haze 122nd year of Ascendancy at 17:37 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Hojo the Thalore Skirmisher level 23
9th Haze 122nd year of Ascendancy at 08:12 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Hojo the Thalore Skirmisher level 9
4th Mirth 122nd year of Ascendancy at 18:24 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Hojo the Thalore Skirmisher level 12
4th Flare 122nd year of Ascendancy at 04:43 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Hojo the Thalore Skirmisher level 27
49th Haze 122nd year of Ascendancy at 03:59 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Hojo the Thalore Skirmisher level 21
51st Dusk 122nd year of Ascendancy at 04:40 see stats
Log
Elven corruptor vanishes from sight.
Elven corruptor deactivates Secrets of the Eternals.
Elven corruptor's is vulnerable to attacks and effects!
Hojo's Shoot hits Something for 42 cold damage.
Hojo's Shoot hits Elven corruptor for 120 physical, 14 temporal, 12 physical, 5 mind, 4 mind, 36 cold (194 total damage).
Hojo shoots!
Elven corruptor is poisoned!
Hojo's Counter Shot hits Something for 42 cold damage.
Hojo's Counter Shot hits Elven corruptor for 21 physical, 14 temporal, 12 physical, 5 mind, 4 mind, 36 cold (95 total damage).
Elven corruptor casts Timeless.
Elven corruptor is less vulnerable.
Elven corruptor is no longer poisoned.
Deadly Poison from Hojo hits Elven corruptor for 22 nature damage.
Elven corruptor casts Grace of the Eternals.
Elven corruptor speeds up.
Elven corruptor casts Blood Grasp.
Hojo's Shoot performs a ranged critical strike against Elven corruptor!
Elven corruptor's is vulnerable to attacks and effects!
Hojo's Shoot hits Something for 2 mind, 42 cold (45 total damage).
Hojo's Shoot hits Elven corruptor for 136 physical, 14 temporal, 12 physical, 5 mind, 4 mind, 36 cold, 84 physical (295 total damage).
Hojo uses Infusion: Regeneration.
Hojo starts regenerating health quickly.
Hojo reacts to damage from Elven corruptor's Blood Grasp, mitigating the blow!.
Something receives 15 healing from Elven corruptor's Blood Grasp.
Elven corruptor's Blood Grasp hits Hojo for (39 reacted , -5 stam), 69 blight (69 total damage).
Hojo shoots!
Hojo shoots!










































































































