










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Ashes of Urh'Rok 1.7.4Official Expansion!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. Embers of Rage 1.7.4Official Expansion!Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Tinker Stores in Last Hope 1.4.9Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Big thanks to Razakai's Improved Stores mod for showing me how to create shops, and to Housepet for pretty much writing this addon. Items Vault 1.7.0Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: 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! Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Passive Cooldowns 1.7.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Go to Landmark 1.7.4Das Blinkenlights 1.6.0Adds visual feedback to the orbs in the Ruined Dungeon. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Inventory Sort Order 1.7.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Simple Font Floating Text 1.1.5Changes the floating text to a different font Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Skeleton |
| Class | Archer |
| Level / Exp | 18 / 44% |
| Size | medium |
| Lifes / Deaths | Killed by Bill the Stone Troll at level 12 on the 25th Dusk 122nd year of Ascendancy at 22:08 0 / 7Killed by ritch flamespitter at level 17 on the 70th Dusk 122nd year of Ascendancy at 07:25 Killed by Yviwe the king cobra at level 18 on the 76th Dusk 122nd year of Ascendancy at 21:30 Killed by Lisille the storm drake hatchling at level 18 on the 77th Dusk 122nd year of Ascendancy at 07:40 Killed by Lisille the storm drake hatchling at level 18 on the 77th Dusk 122nd year of Ascendancy at 09:14 Killed by Lisille the storm drake hatchling at level 18 on the 77th Dusk 122nd year of Ascendancy at 10:44 Killed by Lisille the storm drake hatchling at level 18 on the 77th Dusk 122nd year of Ascendancy at 10:55 |
Primary Stats
| Strength | 59 (base 35) |
| Dexterity | 59 (base 46) |
| Constitution | 24 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 24 (base 10) |
| Cunning | 14 (base 12) |
Resources
| Life | -28/555 |
| Stamina | 142/196 |
| Healing Factor | 1.2272674059366 |
| Regeneration | 6.4431538811673 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
Offense: Mainhand
| Damage | 112 |
| Accuracy | 48 |
| Crit Chance | 30% |
| APR | 13 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +9% |
| Light | +12% |
| Darkness | +15% |
| Mind | +6% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +5% |
| Light | +10% |
| Mind | +5% |
| Physical | +15% |
| Cold | +5% |
| Nature | +20% |
Defense: Base
| Armour (hardiness) | 12 (49.007671158813%) |
| Defense | 45 |
| Ranged Defense | 45 |
| Fatigue | 0 |
| Physical Save | 31 |
| Spell Save | 21 |
| Mental Save | 13 |
Defense: Resistances
| Acid | + 3%( 70%) |
| Blight | + 6%( 70%) |
| Physical | + 11%( 70%) |
| Cold | + 12%( 70%) |
| All | 0%( 70%) |
| Lightning | + 35%( 70%) |
| Temporal | + 7%( 70%) |
| Mind | + 3%( 70%) |
| Darkness | + 12%( 70%) |
| Nature | + 3%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Pinning Resistance | 25% |
| Bleed Resistance | 100% |
| Disarm Resistance | 23% |
| Fear Resistance | 100% |
| Stun Resistance | 42% |
| Poison Resistance | 100% |
| Knockback Resistance | 24% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 at most 497 damage for 4 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 135 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 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 227 damage for 3 turns. Its effects scale with your Strength stat. |
| 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: 3 lightning, 4 physical, 5 blight, 4 arcane, 4 temporal |
Class Talents
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 2/5 |
| 3/5 |
| 1/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the lost sun paladin from death by Adysewe the copperhead snake. Escort: lost sun paladin (level 3 of Old Forest) | failed |
You successfully escorted the lost tinker to the recall portal on level 4 of Old Forest. Escort: lost tinker (level 4 of Old Forest)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
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 |
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 precision. He has given you some notes on the ingredients: * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed warg claw. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed xorn fragment. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed minotaur nose. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| On feet | Earuregotar (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Physical Crit +1.0% Physical Power +5 (+2 eff.) Ignore resists +15% physical On-Hit (Melee): * 20% chance to reduce armor by 15% defense ------ Armor +3 Fatigue +2% Resistance +6% lightning +7% temporal +3% acid Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Duskshaper the quiver of ash arrows (13/14, 38-52 power, 7 apr)3.0 Encumbrance T2 arrow ammo [Random Unique] Master Weapon Damage 37.5 - 52.5 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +19.5% Capacity 14 On-Hit, radius 1 +4 darkness On-crit, radius 2 +4 darkness +12 lightning On Hit: * 10% chance to reduce damage dealt by 14% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 224 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
| Light source | Snowwrither the brass lantern2.0 Encumbrance T1 lite [Rare] Master While equipped: offense ------ Physical Crit +1.0% Ignore resists +5% cold Accuracy +10 (+3 eff.) Ignore Armor +3 defense ------ Resistance +12% cold other ------- Stamina/turn +2.00 Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Duveduhek the Dayquell (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +3 Str +4 Wil offense ------ Physical Power +6 (+2 eff.) Damage +9% acid +3% light +6% mind Ignore resists +10% light defense ------ Armor +3 Fatigue +5% Resistance +5% physical Physical save +6 (+3 eff.) other ------- Light +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Poxlace the dwarven-steel pickaxe (dig speed 22 turns)3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +2 Str +3 Dex offense ------ Physical Power +4 (+2 eff.) Move Speed +10% Ignore resists +20% nature On-Hit (Melee): * 20% chance to slow global speed by 41% * 20% chance to reduce damage dealt by 14% defense ------ Resistance +3% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | savage's steel ring of tenacity0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: Stats +2 Con defense ------ Spell save +11 (+5 eff.) Life +24.00 Disarm Resist +23% Pinning Resist +25% Knockbk Resist +24% other ------- Max stamina +10.00 Rings make your fingers look great! |
| On fingers | mule's copper ring of perseverance0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Fatigue -4% Life Regen +2.00 Stun Resist +21% other ------- Encumbrance +21 Rings make your fingers look great! |
| Around waist | Earthdredge1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +5 Str +1 Wil offense ------ On-Hit (Melee): * 10% chance to slow global speed by 41% defense ------ Life +30.00 A belt that goes around your waist. |
| In main hand | elm longbow of enduring4.0 Encumbrance T1 longbow 2H weapon [Ego+] Nature Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +6 While equipped: Stats +9 Con +9 Wil defense ------ Life +20.00 Longbows are used to shoot arrows at your foes. |
| On hands | dwarven-steel gauntlets 'Unlightwilter' (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +3 Dex offense ------ Ignore resists +5% darkness +5% mind Accuracy +13 (+4 eff.) When Hit 2 light On-Hit (Melee): * 20% chance to reduce damage dealt by 14% defense ------ Armor +2 Fatigue +3% Resistance +3% 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. |
| Main armor | cured leather armour 'Blastknave' (6 def, 4 armour)9.0 Encumbrance T2 light armor [Random Unique] Nature/Master While equipped: Stats +5 Str offense ------ Physical Crit +4.0% Critical power +12.00% Physical Power +6 (+2 eff.) defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Resistance +18% lightning +5% physical +12% darkness +6% blight Life +40.00 Life Regen +3.00 Healmod +11% other ------- Light +2 Track: Puts all charms on 30 turn cooldown Effective talent level: 2.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 11 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
| Cloak | Obsidiancast the cashmere cloak (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con offense ------ Physical Crit +3.0% Physical Power +3 (+1 eff.) Damage +9% light +15% darkness Accuracy +10 (+3 eff.) Ignore Armor +3 defense ------ Defense +2 (+0 eff.) Fatigue -4% Resistance +1% physical A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | copper amulet 'Eilinerin'0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Str +1 Con offense ------ Mind Crit +4% Mindpower +5 (+3 eff.) defense ------ Resistance +11% lightning Stun Resist +21% Amulets make your neck look great! |
Inventory
biting gale rune of the warrior (damage 189; dur 4; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 188.80 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 141; dur 4; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 141 damage for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper ring of sensing0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: defense ------ Blind Resist +21% other ------- Infravision +3 See Stealth +5 See Invisibility +5 Rings make your fingers look great! |
Shockglamour the steel ring0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: offense ------ Ignore resists +25% mind +5% lightning defense ------ Resistance +3% lightning +6% cold +3% mind Life +24.00 Disarm Resist +27% Pinning Resist +22% Knockbk Resist +25% Rings make your fingers look great! |
steel ring0.1 Encumbrance T2 ring jewelry [Normal] Rings make your fingers look great! |
Tempestserpent the ash starstaff (15-18 power, 3 apr, physical element)5.0 Encumbrance T2 staff 1H weapon Reqs Mag 16 [Rare] Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Physical Crit +6.0% Spell Crit +5% Physical Power +7 (+3 eff.) Spellpower +12 (+11 eff.) Damage +9% lightning +15% physical +15% blight Ignore resists +15% acid Accuracy +6 (+2 eff.) When Hit 4 acid On-Hit (Melee): * 20% chance to reduce armor by 15% defense ------ Resistance +6% lightning other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Hathofang the Eclipseslicer (17-26 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Rare] Nature Weapon Damage 17.0 - 25.5 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-hit +12 nature While equipped: defense ------ Armor +6 Resistance +12% darkness +15% fire Spell save +15 (+7 eff.) Massive two-handed battleaxes. |
Unerring Scalpel (15-20 power, 25 apr)1.0 Encumbrance T1 dagger 1H weapon Reqs Cun 16 [Unique] Arcane Weapon Damage 15.0 - 19.5 Physical Uses 45% Str, 55% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Attack Speed 100% Ignore Shields +50% While equipped: offense ------ Accuracy +20 (+7 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. |
Murkjam the vined mindstar (4-4 power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 4.0 - 4.4 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +8 darkness While equipped: offense ------ Mind Crit +6% Mindpower +19 (+10 eff.) On-Hit (Melee): * 20% chance to reduce damage dealt by 14% defense ------ Resistance +12% darkness other ------- Hate-on-crit +6.00 Psi-on-crit +2.00 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. |
deadly quiver of ash arrows of accuracy (19/19, 29-41 power, 7 apr)3.0 Encumbrance T2 arrow ammo [Ego] Master Weapon Damage 29.0 - 40.6 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +12 Ignore Armor +7 Critical Rate +1.5% Capacity 19 Arrows are used with bows to pierce your foes to death. |
steel shield 'Viperswift' (0 def, 4 armour, 40 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +6 Dex +9 Con defense ------ Armor +4 Fatigue +8% Resistance +19% lightning other ------- Talents +1 Block Handheld deflection devices. |
Eel-skin armour (16 def, 0 armour)9.0 Encumbrance T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex defense ------ Defense +16 (+5 eff.) Fatigue +2% Resistance +15% lightning Poison Resist +50% Pinning Resist +50% On Nature Hit: 10% Call Lightning level 2 Call Lightning: Effective talent level: 2.0 Power cost 25 out of 50/50. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 33.41 to 100.23 lightning damage (66.82 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Berelar the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: Stats +1 Dex +2 Wil +1 Cun defense ------ Armor +2 Resistance +6% blight +6% cold Spell save +6 (+3 eff.) Mind save +6 (+6 eff.) Life +44.00 Confus Resist +20% A belt that goes around your waist. |
Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
rough leather belt 'Nerumiravea'1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +3 Con offense ------ Physical Crit +1.0% defense ------ Defense +10 (+3 eff.) Resistance +6% fire +6% cold other ------- Max stamina +30.00 A belt that goes around your waist. |
Glona the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +6 Dex +3 Mag +2 Wil defense ------ Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Deception1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+2 eff.) Spellpower +5 (+5 eff.) Mindpower +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
pair of rough leather boots 'Gloworacle' (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Dex +2 Mag +1 Wil +3 Cun +2 Con offense ------ Ignore resists +15% light defense ------ Armor +1 Disengage: Puts all charms on 15 turn cooldown Effective talent level: 3.0 Power cost 15 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 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 168% 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. |
Salilewe the Skyraven (10 def, 5 armour)3.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +3 Str +1 Dex offense ------ Move Speed +25% Damage +3% lightning defense ------ Armor +5 Defense +10 (+3 eff.) Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Gorakor (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Master While equipped: Stats +2 Str offense ------ Physical Power +7 (+3 eff.) Ignore resists +10% mind defense ------ Armor +1 Resistance +6% darkness Confus Resist +10% 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. |
Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
storm hardened leather gloves of magic (+4) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Arcane/Nature While equipped: Stats +4 Mag offense ------ On-Hit 6 lightning Damage +6% lightning +5% arcane defense ------ Armor +2 Resistance +5% lightning 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. |
cashmere wizard hat 'Manutir' (2 def, 4 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +1 Mag offense ------ Critical power +20.00% Physical Power +10 (+3 eff.) Damage +3% physical +13% fire Accuracy +10 (+3 eff.) defense ------ Armor +4 Defense +2 (+0 eff.) Resistance +19% fire other ------- Max stamina +20.00 A pointy cloth hat, very wizardly... |
Umbrafame (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +5 Dex offense ------ Damage +3% darkness When Hit 2 darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 14% defense ------ Armor +1 Fatigue +1% Resistance +3% darkness A cap made of leather. |
bladed iron helm of the depths (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego+] Nature/Master While equipped: Stats +3 Str defense ------ Armor +3 Fatigue +5% Resistance +9% cold other ------- Breathe water Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 206.2 Physical damage. If the attack hits, the target is confused (41% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
6 agate0.0 Encumbrance 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. |
4 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical 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. |
3 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.0 Encumbrance 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. |
2 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+4 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical 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. |
3 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
229 alchemist agate0.0 Encumbrance 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. |
Earoruineg2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Critical power +10.00% defense ------ Resistance +6% fire Life +41.00 Knockbk Resist +10% other ------- 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. |
Amurozor (dig speed 36 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +4 Str +3 Con offense ------ Physical Power +5 (+2 eff.) Damage +3% physical Ignore resists +5% mind Ignore Armor +1 defense ------ Armor +2 Fatigue -5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Transmogrification Chest2.0 Encumbrance 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 Asphyxiation (24/24)0.0 Encumbrance rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1)2.0 Encumbrance 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. |
Mayyldakira the Murkvalor [power 2] (25 cooldown)2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: offense ------ Damage +9% darkness Ignore resists +5% darkness +10% nature defense ------ Resistance +15% nature +6% darkness Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to heal for 48. Torques are made by powerful psionics to store psionic powers. |
Heart of the Sandworm Queen0.0 Encumbrance 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. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Xanesena the Skeleton Archer level 9
11st Dusk 122nd year of Ascendancy at 20:57 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Xanesena the Skeleton Archer level 10
22nd Dusk 122nd year of Ascendancy at 23:31 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Xanesena the Skeleton Archer level 6
3rd Summertide 122nd year of Ascendancy at 14:25 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Xanesena the Skeleton Archer level 13
27th Dusk 122nd year of Ascendancy at 23:47 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Xanesena the Skeleton Archer level 15
32nd Dusk 122nd year of Ascendancy at 04:56 see stats
Unstoppable (Insane (Adventure) difficulty)
Returned from the dead.By Xanesena the Skeleton Archer level 18
77th Dusk 122nd year of Ascendancy at 10:44 see stats
Log
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Xanesena casts Rune: Shielding.
A shield forms around Xanesena.
Xanesena uses Sentinel.
Talent Trained Reactions is ready to use.
Rain of Fire hits Xanesena for (29 absorbed), 0 physical, (31 absorbed), 0 fire (0 total damage).
Lisille the storm drake hatchling's Demon Seed is interrupted by the shot!
Lisille the storm drake hatchling's Block is disrupted by the shot!
Lisille the storm drake hatchling's Shield Pummel is disrupted by the shot!
Xanesena's Sentinel hits Lisille the storm drake hatchling for 12 physical, 4 darkness (16 total damage).
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Xanesena uses Shoot Down.
Xanesena uses Trueshot.
Xanesena shoots!
Xanesena's Shoot hits Lisille the storm drake hatchling for 70 physical, 4 darkness (75 total damage).
Rain of Fire hits Xanesena for (29 absorbed), 0 physical, (31 absorbed), 0 fire (0 total damage).
Lisille the storm drake hatchling uses Assault.
Lisille the storm drake hatchling performs a melee critical strike against Xanesena!
Greater Weapon Focus from Lisille the storm drake hatchling performs a melee critical strike against Xanesena!
Your shield crumbles under the damage!
The shield around Xanesena crumbles.
Lisille the storm drake hatchling performs a melee critical strike against Xanesena!
Melee retaliation hits Lisille the storm drake hatchling for 2 light, 2 light, 2 light, 2 light (9 total damage).
Greater Weapon Focus from Lisille the storm drake hatchling hits Xanesena for (63 absorbed), 182 physical (182 total damage).
Lisille the storm drake hatchling hits Xanesena for (68 absorbed), 0 physical, (15 absorbed), 0 fire, (231 absorbed), 0 physical, 241 physical (241 total damage).
Xanesena the level 18 skeleton archer was raked to death by Lisille the storm drake hatchling on level 2 of Tempest Peak.
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Lisille the storm drake hatchling prepares for the next kill!































































































