
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.3 |
Addons | Playable Vampire Race 1.3.0Adds Vampires as a playable race, as jack of all trades with access to necromantic trees. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Steamtech UI 1.1.4 Ashes of Urh'Rok 1.2.4Official 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:
Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando Stoic class 1.3.0Stoics are warriors who dedicate their lives to mastering countless secret techniques. Stoics are a warrior subclass inspired by the Samurai class from Hengband. They are a melee class with a wide variety of specialized combat techniques, but require judicious use of their unique Focus resource to succeed. Their advanced trees allow them to alter the element of their attacks and grant passive effects as long as the stance is maintained. Deathknight 1.3.1Adds the Deathknight class. See forum thread for details. Ignore Race/Class Locks 1.1.0Modifies 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: Improved Auto-explore and Rest 1.3.1Quality 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. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: |
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Male |
Race | Vampire |
Class | Marauder |
Level / Exp | 52 / 78% |
Size | medium |
Lifes / Deaths | Killed by Isitira the midge swarm at level 9 on the 8th Mirth 122nd year of Ascendancy at 06:34 / 17Killed by Salanor the war bear at level 11 on the 9th Mirth 122nd year of Ascendancy at 10:12 Killed by Salanor the war bear at level 11 on the 9th Mirth 122nd year of Ascendancy at 12:37 Killed by Emyma the wolf at level 11 on the 9th Mirth 122nd year of Ascendancy at 18:05 Killed by Eilinivea the giant venus flytrap at level 12 on the 10th Mirth 122nd year of Ascendancy at 01:17 Killed by Poryma the red crystal at level 18 on the 14th Dusk 122nd year of Ascendancy at 03:11 Killed by Elulle the bee swarm at level 25 on the 23rd Dusk 122nd year of Ascendancy at 09:08 Killed by Polothra the large white snake at level 32 on the 24th Dusk 122nd year of Ascendancy at 01:55 Killed by Polothra the large white snake at level 32 on the 24th Dusk 122nd year of Ascendancy at 03:48 Killed by Adatta the copperhead snake at level 36 on the 25th Dusk 122nd year of Ascendancy at 17:49 Killed by Layalewe the rattlesnake at level 36 on the 25th Dusk 122nd year of Ascendancy at 19:27 Killed by Mayemira the squid at level 39 on the 27th Dusk 122nd year of Ascendancy at 09:27 Killed by Xeriwyn the swarm hive at level 43 on the 28th Dusk 122nd year of Ascendancy at 10:49 Killed by elven corruptor at level 49 on the 32nd Dusk 122nd year of Ascendancy at 15:26 Killed by Elydhewe the ogre rune-spinner at level 51 on the 32nd Dusk 122nd year of Ascendancy at 19:33 Killed by Eilinetha the elven cultist at level 52 on the 32nd Dusk 122nd year of Ascendancy at 22:21 Killed by Eluletira the elven warrior at level 52 on the 33rd Dusk 122nd year of Ascendancy at 03:28 |
Primary Stats
Strength | 78 (base 56) |
Dexterity | 75 (base 50) |
Constitution | 62 (base 48) |
Magic | 41 (base 18) |
Willpower | 23 (base 10) |
Cunning | 85 (base 51) |
Resources
Mana | 40/191 |
Psi | 113/113 |
Life | 1336/1336 |
Positive | 9/183 |
Stamina | 264/264 |
Equilibrium | 0 |
Healing Factor | 1.16 |
Regeneration | 24.998 |
Speed
Mental | -10% |
Attack | 0% |
Movement | +22.74230573597% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 3 |
See Stealth | 10 |
See Invisible | 22 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Mainhand
Damage | 86 |
Accuracy | 69 |
Crit Chance | 67% |
APR | 47 |
Speed | 1.11 |
Offense: Offhand
Damage | 66 |
Accuracy | 69 |
Crit Chance | 68% |
APR | 55 |
Speed | 1.11 |
Offense: Spell
Spellpower | 48.666666666667 |
Crit Chance | 24% |
Speed | 1 |
Offense: Mind
Mindpower | 37.55 |
Crit Chance | 32% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 56 (59.713958810069%) |
Defense | 63.379150479196 |
Ranged Defense | 64.629150479196 |
Fatigue | 1.0231307154384 |
Physical Save | 62 |
Spell Save | 47.8 |
Mental Save | 40.266666666667 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Pinning Resistance | 28% |
Confusion Resistance | 19% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Disarm Resistance | 59% |
Bleed Resistance | 100% |
Stun Resistance | 49% |
Instadeath Resistance | 100% |
Knockback Resistance | 28% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1033% for 10 turns and instantly restoring 52 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 19 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 315 damage for 6 turns. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 16. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 56%, your defense is increased by 56 and all your resistances by 56%. Its effects scale with your Strength stat. |
Class Talents
Cunning / Tactical | 1.20 |
| 3/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Technique / Combat techniques | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Bloodthirst | 1.10 |
| 2/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Spell / Grave | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Spell / Shades | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Necrosis | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.20 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Necrotic minions | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual weapons | 1.20 |
| 4/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Spell / Advanced necrotic minions | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 5/5 |
Undead / Vampire | 1.20 |
Technique / Field control | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Technique / Conditioning | 1.30 |
| 4/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Thuggery | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Daunting Presence |
talent | Blurred Mortality |
talent | Precise Strikes |
talent | Exploit Weakness |
talent | Precision |
talent | Chant of Fortress |
talent | Vampiric Gift |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
beneficial effect | Improves senses, allowing the detection of unseen things. Sensing |
beneficial effect | Countering melee attacks: Has a 53% chance to get an automatic counter attack when avoiding a melee attack. (2.1 counters remaining) Counter Attacking |
beneficial effect | Parrying melee attacks: Has a 17% chance to deflect up to 7 damage from the next 2.0 attack(s). Parrying |
beneficial effect | The target's defense is increased by 38. Defensive Maneuver |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the 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 Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost anorithil (level 1 of Ruins of Kor'Pul)As a reward you improved talent Healing Light (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Beluyakira the forest troll. Escort: lost sun paladin (level 3 of Trollmire) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Piercing Sight (+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 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 |
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's current energy level is: 11. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed length of troll intestine. * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
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 | Thundertrencher (5 def, 3 armour) Thundertrencher (5 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +12 (+3 eff.) Armour: +3 Defense: +5 (+1 eff.) Ranged Defense: +5 (+1 eff.) Fatigue: -3% Damage when hit (Melee): 4 physical Changes stats: +2 Str / +4 Dex / +3 Cun Changes resistances penetration: +5% lightning Stamina each turn: +1.40 Maximum stamina: +14.00 Movement speed: +20% It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 2.6 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. A pair of boots made of leather. |
Quiver | Shimmercrypt the pouch of iron shots (13/13, 111% power, 4 apr) Shimmercrypt the pouch of iron shots (13/13, 111% power, 4 apr)Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 1 Power: 111% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Lightning Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +5.0% Capacity: 13 On weapon hit: * 40% chance to daze On weapon crit: * wounds the target Damage (Ranged): +13 bleed / +12 physical When wielded/worn: Ammo reloads per turn: +1 Shots are used with slings to pummel your foes to death. |
Light source | Planar Beacon Planar BeaconPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 0/25) : Effective talent level: 2.0 Power cost: 25 out of 0/25. Range: 5 Travel Speed: 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 112.76 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 112.76 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. |
On head | Quasit's Skull (0 def, 12 armour) Quasit's Skull (0 def, 12 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+3 eff.) Stun/Freeze immunity: +30% Skullcracker multiplicator: +2 Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
On hands | Lightningparry the hardened leather gloves (0 def, 2 armour) Lightningparry the hardened leather gloves (0 def, 2 armour)Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 11 fire Changes stats: +8 Str / +6 Dex / +1 Mag / +6 Cun / +4 Con Changes resistances: +9% lightning / +7% fire Changes damage: +7% fire Grants telepathy: Dragon Talent cooldown: Double Strike (-1 turn) Physical save: +28 (+7 eff.) Spell save: +5 (+2 eff.) Mental save: +8 (+3 eff.) Disarm immunity: +35% Life regen: +10.90 Stamina each turn: +2.60 Psi each turn: +0.46 Maximum stamina: +24.00 It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Xerudaldawe the Strikerock [power 41] (30 cooldown) Xerudaldawe the Strikerock [power 41] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to daze Damage when hit (Melee): 4 mind Changes resistances: +12% mind Changes resistances penetration: +5% lightning Changes damage: +3% mind / +9% lightning Talents cooldown: Telekinetic Blast (+5 turn) Silence (+5 turn) Talents granted: +2 Telekinetic Blast +2 Silence It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 41 for 7 turns, putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | Turufast TurufastPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Effects on melee hit: * 40% chance to corrode armour Damage when hit (Melee): 4 acid Changes stats: +9 Cun / +6 Mag Changes resistances: +3% blight Changes resistances penetration: +25% mind Changes damage: +9% blight Physical save: +7 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Spellpower: +14 (+5 eff.) Rings can have magical properties. |
On fingers | Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +10 Effects on melee hit: * 15% chance to blind * 15% chance to corrode armour Changes stats: +5 Str / +5 Mag / +4 Wil Changes resistances: +9% light Changes resistances penetration: +10% acid Disarm immunity: +24% Pinning immunity: +28% Knockback immunity: +28% Maximum life: +29.00 Spellpower: +8 (+3 eff.) Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Around neck | Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. 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 | Scorchtide the iron dagger (110% power, 5 apr) Scorchtide the iron dagger (110% power, 5 apr)Requires: - Dexterity 11 Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Power: 110% Range: 1.3x Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target Damage (Melee): +4 blight / +4 fire Burst (radius 1) on hit: +12 blight Burst (radius 2) on crit: +4 fire When wielded/worn: Armour penetration: +5 Physical crit. chance: +6.0% Changes resistances: +3% fire Changes resistances penetration: +15% fire / +5% mind / +5% darkness Changes damage: +9% blight Critical mult.: +9.00% Sharp, short and deadly. |
Around waist | hardened leather belt 'Crackleknight' hardened leather belt 'Crackleknight'Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +10.0% Armour: +10 Defense: +11 (+3 eff.) Effects on melee hit: * 40% chance to gain 10% of a turn * 15% chance to daze Changes stats: +5 Cun / +5 Dex Changes resistances: +6% temporal Changes damage: +12% lightning Reduced damage from: +27% Summoned Physical save: +19 (+5 eff.) Mental save: +7 (+2 eff.) Spellpower: +6 (+2 eff.) Mental crit. chance: +8% A belt that goes around your waist. |
In off hand | Thunderrend the steel dagger (101% power, 13 apr) Thunderrend the steel dagger (101% power, 13 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Power: 101% Range: 1.3x Uses stats: 45% Dex, 45% Str Damage type: Arcane Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +13 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target Damage Shield penetration (this weapon only): +21% Burst (radius 1) on hit: +9 fire When wielded/worn: Armour penetration: +8 Changes resistances: +5% arcane Changes resistances penetration: +7% physical / +8% mind / +5% darkness Changes damage: +12% blight / +7% physical / +6% lightning Spell save: +3 (+1 eff.) Maximum vim: +10.00 Damage Shield penetration: +20% Sharp, short and deadly. |
Cloak | Deepsquake (15 def, 13 armour) Deepsquake (15 def, 13 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +20 (+5 eff.) Armour: +13 Defense: +15 (+4 eff.) Fatigue: -7% Effects on melee hit: * 20% chance to disease * 40% chance to inflict damage reduction Changes stats: +3 Cun / +3 Dex Changes resistances: +9% acid / +6% blight / +38% cold / +9% fire / +8% lightning Changes damage: +15% blight Physical save: +13 (+3 eff.) Maximum life: +75.00 Maximum stamina: +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | hardened leather armour 'Arirassra' (3 def, 6 armour) hardened leather armour 'Arirassra' (3 def, 6 armour)Requires: - Strength 16 Powered by arcane forces Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Damage (Melee): 7 arcane Damage (Ranged): 7 arcane Changes stats: +1 Cun Changes damage: +6% acid Life regen: +7.40 Mana each turn: +0.25 Maximum life: +23.00 Spellpower: +17 (+6 eff.) Infravision radius: +3 See invisible: +12 Healing mod.: +16% A suit of armour made of leather. |
Inventory
Eye of Summer (94% power, 18 apr, fire damage) Eye of Summer (94% power, 18 apr, fire damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Power: 95% Range: 1.1x Uses stats: 35% Wil, 15% Cun Damage type: Fire Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: -10% cold Changes resistances penetration: +10% fire Changes damage: +10% fire Mindpower: +8 (+3 eff.) Mental crit. chance: +4% Global speed: +5% Talent on hit(mindpower): Flame Fury (10% chance level 2). This mindstar glows with a bright warm light, but seems somehow incomplete. |
Eye of Winter (94% power, 18 apr, cold damage) Eye of Winter (94% power, 18 apr, cold damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Power: 95% Range: 1.1x Uses stats: 35% Wil, 15% Cun Damage type: Cold Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +10 Changes resistances: -10% fire Changes resistances penetration: +10% cold Changes damage: +10% cold Mindpower: +8 (+3 eff.) Mental crit. chance: +4% Talent on hit(mindpower): Winter's Fury (10% chance level 2). This mindstar glows with a dim cool light, but seems somehow incomplete. |
Telos's Staff (Top Half) (143% power, 0 apr, physical element) Telos's Staff (Top Half) (143% power, 0 apr, physical element)Requires: - Magic 35 Powered by arcane forces 2.50 Encumbrance. [Unique] Type: weapon / staff ; tier 5 Power: 144% Range: 1.2x Uses stat: 100% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil Changes damage: +35% arcane Talent granted: +1 Command Staff Mental save: +8 (+3 eff.) Spellpower: +30 (+10 eff.) Spell crit. chance: +15% The top part of Telos' broken staff. |
Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+3 eff.) Damage when hit (Melee): 10 cold Changes resistances: +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent masteries: +0.10 Spell / Water +0.20 Technique / Flowing path Spellpower: +4 (+1 eff.) Movement speed: +15% This deep blue robe flows and ripples as if pushed by an invisible tide. |
rough leather gloves 'Scorpionmortal' (0 def, 1 armour) rough leather gloves 'Scorpionmortal' (0 def, 1 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Physical crit. chance: +7.0% Armour: +1 Damage (Melee): 6 temporal Damage (Ranged): 7 temporal Changes stats: +1 Str / +1 Dex Changes resistances: +7% temporal Changes damage: +5% temporal Critical mult.: +9.00% Physical save: +18 (+4 eff.) Mana each turn: +0.13 Spellpower: +6 (+2 eff.) Spell crit. chance: +11% Mental crit. chance: +8% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Anezilagund (9 def, 4 armour) Anezilagund (9 def, 4 armour)Requires: - Strength 14 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +9 (+2 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +7% Damage (Melee): 6 lightning Damage (Ranged): 6 lightning Changes stats: +4 Cun / +6 Wil Changes resistances: +10% lightning / +18% fire / +12% cold Critical mult.: +5.00% Mental save: +11 (+4 eff.) Mindpower: +2 (+1 eff.) Infravision radius: +3 A suit of armour made of leather. |
Bleakguile the cured leather armour (6 def, 4 armour) Bleakguile the cured leather armour (6 def, 4 armour)Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Ranged Defense: +5 (+1 eff.) Fatigue: +7% Damage (Melee): 6 lightning Damage (Ranged): 6 lightning Changes stats: +5 Str / +1 Dex Changes resistances: +26% lightning / +10% cold / +10% darkness / +6% physical Changes resistances penetration: +10% darkness Changes damage: +3% darkness Reduces incoming crit damage: 10.00% Light radius: +1 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.6 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 38 for 6 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
Dimdash (3 def, 6 armour) Dimdash (3 def, 6 armour)Requires: - Strength 16 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+2 eff.) Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 16 mind Changes stats: +7 Str Changes resistances: +6% mind / +21% temporal / +14% darkness / +11% physical Changes resistances penetration: +10% mind Changes damage: +12% darkness / +6% mind Critical mult.: +12.00% Light radius: +2 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.6 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 38 for 6 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
8 agate 8 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
2 opal 2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 spinel 7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 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 Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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. |
2 amethyst 2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 ametrine 4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine 6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon 4 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Moorowder the Vampire Marauder level 48
30th Dusk 122nd year of Ascendancy at 04:36 see stats
By Moorowder the Vampire Marauder level 18
14th Dusk 122nd year of Ascendancy at 01:46 see stats
By Moorowder the Vampire Marauder level 48
30th Dusk 122nd year of Ascendancy at 03:11 see stats
By Moorowder the Vampire Marauder level 10
8th Mirth 122nd year of Ascendancy at 09:17 see stats
By Moorowder the Vampire Marauder level 20
22nd Dusk 122nd year of Ascendancy at 12:24 see stats
By Moorowder the Vampire Marauder level 30
23rd Dusk 122nd year of Ascendancy at 18:31 see stats
By Moorowder the Vampire Marauder level 40
27th Dusk 122nd year of Ascendancy at 11:53 see stats
By Moorowder the Vampire Marauder level 50
32nd Dusk 122nd year of Ascendancy at 17:39 see stats
By Moorowder the Vampire Marauder level 51
32nd Dusk 122nd year of Ascendancy at 21:01 see stats
By Moorowder the Vampire Marauder level 7
6th Mirth 122nd year of Ascendancy at 12:42 see stats
By Moorowder the Vampire Marauder level 48
30th Dusk 122nd year of Ascendancy at 04:36 see stats
By Moorowder the Vampire Marauder level 18
8th Dusk 122nd year of Ascendancy at 17:00 see stats
By Moorowder the Vampire Marauder level 19
18th Dusk 122nd year of Ascendancy at 16:05 see stats
Log
Talent Vitality is ready to use.
Elomida the mean looking elven guard shrugs off the critical damage!
Elomida the mean looking elven guard has regained its confidence.
Error report sent, thank you.
Elomida the mean looking elven guard fails to disarm a trap (Elomida the mean looking elven guard's nightshade trap).
Elomida the mean looking elven guard shrugs off the critical damage!
Elomida the mean looking elven guard shrugs off the critical damage!
Elomida the mean looking elven guard casts Grace of the Eternals.
Elomida the mean looking elven guard speeds up.
Elomida the mean looking elven guard shrugs off the critical damage!
Moorowder no longer revels in blood quite so much.
Talent Dirty Fighting is ready to use.
Moorowder uses Dirty Fighting.
Moorowder uses Dirty Fighting.
Moorowder performs a melee critical strike against Elomida the mean looking elven guard!
Moorowder uses Dirty Fighting.
Moorowder performs a melee critical strike against Elomida the mean looking elven guard!
Elomida the mean looking elven guard shrugs off the critical damage!
Elomida the mean looking elven guard uses Heave.
Moorowder deactivates Chant of Fortress.
Moorowder deactivates Exploit Weakness.
Moorowder deactivates Precise Strikes.
Moorowder isn't moving as defensively anymore.
Moorowder deactivates Daunting Presence.
Moorowder deactivates Precision.
Moorowder deactivates Vampiric Gift.
Moorowder deactivates Blurred Mortality.