
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
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: Myth's Minimalist UI 1.5.10This addon changes several user interface elements to provide a more open and cleaner overall appearance.
+++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. Ashes of Urh'Rok 1.7.0Official 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 1.7.0Official 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Plenum Tooltip Custom Edit 1.7.0Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Myth's Tactical Borders 1.5.9This addon replaces the default tactical borders with a verson that more clearly shows the healthbars while making target identification quick and easy. +++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. ZOmnibus Lite 1.7.0A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Always Transmogrify 1.6.0Removes the transmogrify confirmation dialogue box and additionally allows tagged objects to be transmogrified. Rage Quit 1.7.0Adds a suitably spleen-venting option to the Eidolon plane death chat, and an "Exit game" option to the death dialog. TS Inventory Squelching 1.5.10Clear up inventory clutter and focus on the items that matter. This addon allows you to hide items that aren't any use to your character so you can carefully inspect those that do, and suffer from less inventory fatigue over the course of a playthrough. This addon adds an extra dialog which is opened using Ctrl+D by default. The options should be fairly self-explanatory and mostly cover squelching individual item types, along with a few options useful to antimagic and undead characters, as well as the ability to squelch the mostly useless white items. Note that these options are tied to your character, so you'll need to set this up for each character you create. It also only applies to the transmogrification chest tab in your inventory; squelched items get their own special tab due to a variety of technical details. Items will be shown when they are picked up in the log, and artifacts will still show their lore popups. Squelched items will also be transmogrified when you leave the level, as normal. Directly copied from yrriban's addon, but updated to work for characters with Tinkers and with a few more squelching options. Possessor Bonus Class 1.7.0Donators/Buyers bonus! 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. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Forbidden Cults 1.7.0Official 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 Roguelike |
Sex | Male |
Race | Dwarf |
Class | Anorithil |
Level / Exp | 13 / 42% |
Size | medium |
Lifes / Deaths | Killed by The Possessed at level 13 on the 5th Wealth 122nd year of Ascendancy at 09:13 / 1 |
Primary Stats
Strength | 19 (base 10) |
Dexterity | 10 (base 10) |
Constitution | 32 (base 26) |
Magic | 49 (base 39) |
Willpower | 20 (base 10) |
Cunning | 17 (base 13) |
Resources
Life | -23/455 |
Mana | 102/222 |
Negative | 66/86 |
Positive | 35/86 |
Healing Factor | 1.1724420161895 |
Regeneration | 4.9828785688053 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 2 |
See Invisible | 12 |
Offense: Mainhand
Damage | 23 |
Accuracy | 4 |
Crit Chance | 6% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 41 |
Crit Chance | 20% |
Speed | 1 |
Offense: Mind
Mindpower | 20 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Cold | +18% |
Lightning | +10% |
Light | +22% |
All | +7% |
Offense: Damage Penetration
Nature | +5% |
Defense: Base
Armour (hardiness) | 5 (30%) |
Defense | 0 |
Ranged Defense | 0 |
Fatigue | 6 |
Physical Save | 17 |
Spell Save | 22 |
Mental Save | 12 |
Defense: Resistances
Nature | + 14%( 70%) |
Lightning | + 14%( 70%) |
Light | + 30%( 70%) |
Darkness | + 32%( 70%) |
Cold | + 29%( 70%) |
Mind | + 14%( 70%) |
Fire | + 9%( 70%) |
All | + 9%( 70%) |
Defense: Immunities
Stun Resistance | 0% |
Pinning Resistance | 30% |
Knockback Resistance | 41% |
Disarm Resistance | 23% |
Instadeath Resistance | 100% |
Blind Resistance | 31% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 371 life over 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 261.72 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 Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 665% 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. |
Class Talents
Celestial / Eclipse | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Sunlight | 1.30 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Celestial / Star fury | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Twilight | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Hymns | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
beneficial effect | The target is surrounded by a magical shield, absorbing 208/208 damage before it crumbles. Damage Shield |
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 successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the repented thief from death by Emyba the shining mold. Escort: repented thief (level 2 of Ruins of Kor'Pul) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed orc heart. Marus of Elvala needs your help making an elixir of mastery. 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 sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * '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.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed length of troll intestine. | 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 within4 lumberjacks have died. | done |
Equipment
On feet | ![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Str +1 Wil +3 Con offense ------ Physical Crit +1.0% Ignore Armor +3 defense ------ Armor +1 other ------- Vim-on-crit +2.00 See Invis +6 Rush: Puts all charms on 25 cooldown Effective talent level: 3.0 Power cost 25 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
On hands | ![]() 1.5 Encumbrance T1 hands armor [Rare] Nature While equipped: Stats +1 Wil offense ------ Mind Crit +1% On-Hit 5 lightning Damage +3% lightning defense ------ Armor +1 Fatigue +1% Resistance +6% lightning Life +40.00 Knockbk Resist +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
On head | ![]() 3.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +5 Mag offense ------ Ignore resists +5% nature On-Hit (Melee): * 20% chance to slow global speed by 39% defense ------ Armor +3 Fatigue +5% Resistance +11% light +11% darkness other ------- See Invis +6 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +2 Str +2 Dex +7 Mag offense ------ Physical Power +4 (+2 eff.) Move Speed +10% defense ------ Resistance +6% mind other ------- Light +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +11% cold defense ------ Resistance +3% darkness +22% cold Life Regen +4.00 Blind Resist +10% Pinning Resist +10% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Life +21.00 Disarm Resist +23% Pinning Resist +20% Knockbk Resist +21% Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +12% light +11% darkness Blind Resist +21% Amulets make your neck look great! |
In main hand | ![]() 5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane/Master Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +13% Critical power +12.00% Spellpower +6 (+2 eff.) Damage +15% light other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Main armor | ![]() 2.0 Encumbrance T2 cloth armor [Ego+] Arcane While equipped: offense ------ Spellpower +10 (+4 eff.) Damage +7% all defense ------ Resistance +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Light source | ![]() 1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.0 Power 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 99.70 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 99.70 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. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +4 Cun +5 Wil offense ------ Against +15% Summoned When Hit 2 darkness defense ------ Resistance +6% nature Crit Resistance 10.00% Resist Against +16% Summoned other ------- Infravision +2 A belt that goes around your waist. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 25% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 5 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+2 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- 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... |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Str defense ------ Armor +6 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str offense ------ Physical Power +6 (+3 eff.) Spellpower +6 (+2 eff.) Mindpower +5 (+2 eff.) defense ------ Armor +4 Rings make your fingers look great! |
![]() 5.0 Encumbrance T1 staff 2H weapon [Ego+] Arcane Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +7 (+3 eff.) Damage +10% lightning Ignore Shields +11% defense ------ Armor +5 Defense +16 (+16 eff.) Shield Power +5% other ------- Wards +2 lightning Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T1 battleaxe 2H weapon [Ego+] Arcane Weapon Damage 109% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% On-hit +9 blight On Hit: 20% Epidemic 1 On Hit: * 9% chance to reduce strength, dexterity, and constitution by 22 While equipped: defense ------ Disease Resist +17% Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T2 battleaxe 2H weapon [Random Unique] Nature Weapon Damage 117% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-hit +23 nature +8 light On-Hit, radius 1 +4 light While equipped: Stats +7 Con +10 Wil offense ------ Damage +3% light defense ------ Life +26.00 other ------- Light +3 Massive two-handed battleaxes. |
![]() 5.0 Encumbrance T1 greatmaul 2H weapon [Ego] Nature/Psionic Weapon Damage 122% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +0.5% Attack Speed 100% On-hit +9 mind +9 nature On Hit: * 19% chance to reduce all saves and defense by 14 While equipped: Stats +2 Cun +3 Wil Massive two-handed mauls. |
![]() 3.0 Encumbrance T2 greatsword 2H weapon [Ego] Arcane Weapon Damage 131% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +13 light Damage Against +10% Undead On Hit: * 25% chance for lightning to strike from the target to a second target dealing 71 damage Massive two-handed swords. |
![]() 3.0 Encumbrance T2 greatsword 2H weapon [Ego+] Nature Weapon Damage 127% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +7 acid +17 nature While equipped: offense ------ Ignore resists +9% acid +7% nature Ignore Armor +10 Massive two-handed swords. |
![]() 3.0 Encumbrance T2 longsword 1H weapon [Random Unique] Arcane Weapon Damage 111% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +9 blight On Hit: * 9% chance to reduce strength, dexterity, and constitution by 22 * Create an explosion dealing 71 acid damage (1/turn) * 25% chance for lightning to strike from the target to a second target dealing 71 damage While equipped: offense ------ Damage +7% acid Ignore resists +9% acid +5% mind When Hit 4 temporal defense ------ Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Sharp, long, and deadly. |
![]() 3.0 Encumbrance T2 longsword 1H weapon [Ego] Arcane/Master Weapon Damage 122% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +6 cold Sharp, long, and deadly. |
![]() 1.0 Encumbrance T1 dagger 1H weapon Reqs Dex 11 [Rare] Master Weapon Damage 100% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% While equipped: Stats +5 Con offense ------ Ignore resists +6% physical Accuracy +7 (+7 eff.) Ignore Armor +7 When Hit 2 physical On-Hit (Melee): * 10 arcane resource burn defense ------ Defense +20 (+20 eff.) Sharp, short and deadly. |
![]() 1.0 Encumbrance T1 dagger 1H weapon Reqs Dex 11 [Ego] Master Weapon Damage 113% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% Sharp, short and deadly. |
![]() 1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 16 [Ego] Master Weapon Damage 118% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Accuracy +5 (+5 eff.) defense ------ Defense +6 (+6 eff.) Disarm Resist +22% Sharp, short and deadly. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature Weapon Damage 87% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) Damage +2% nature defense ------ Resistance +3% blight Life +17.00 Life Regen +1.10 Disease Resist +10% other ------- 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. |
![]() 3.0 Encumbrance T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature Weapon Damage 96% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Mindpower +6 (+3 eff.) defense ------ Life +25.00 Life Regen +0.60 Healmod +10% Heal-on-summon +13 other ------- 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. |
![]() 7.0 Encumbrance T2 shield armor [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit 6 fire When Hit 4 fire defense ------ Armor +4 Fatigue +8% Resistance +15% fire other ------- Talents +1 Block Handheld deflection devices. |
![]() 2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: offense ------ Spellpower +5 (+2 eff.) Move Speed +15% Damage +10% cold Ignore resists +8% cold When Hit 10 cold defense ------ Defense +12 (+12 eff.) Resistance +7% all +15% cold other ------- Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
![]() 2.0 Encumbrance T2 cloth armor [Ego] Nature While equipped: offense ------ Damage +11% lightning defense ------ Resistance +16% lightning +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 Encumbrance T2 light armor [Ego] Disrupt While equipped: defense ------ Armor +4 Defense +6 (+6 eff.) Fatigue +7% Resistance +11% nature +12% blight A suit of armour made of leather. |
![]() 9.0 Encumbrance T2 light armor [Ego] Nature/Disrupt While equipped: defense ------ Armor +4 Defense +6 (+6 eff.) Fatigue +7% Resistance +11% nature +11% blight Life +31.00 A suit of armour made of leather. |
![]() 14.0 Encumbrance T1 heavy armor [Ego+] Nature While equipped: Stats +2 Wil defense ------ Armor +4 Defense +2 (+2 eff.) Fatigue +12% Resistance +11% blight +11% darkness other ------- Light +1 A suit of armour made of mail. |
![]() 14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training Str 20 [Ego] Arcane While equipped: defense ------ Armor +6 Defense +2 (+2 eff.) Fatigue +12% Resistance +6% arcane Spell save +12 (+6 eff.) A suit of armour made of mail. |
![]() 2.0 Encumbrance T1 cloak armor [Normal] While equipped: defense ------ Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Damage +6% light +9% nature On-Hit (Melee): * 20% chance to reduce damage dealt by 12% defense ------ Armor +1 Fatigue -5% Resistance +3% light Physical save +6 (+4 eff.) other ------- Encumbrance +22 Light +3 A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Damage +9% light On-Hit (Melee): * 10% chance to reduce all saves and defense by 14 defense ------ Armor +1 Crit Resistance 5.00% Life Regen +2.00 Healmod +10% Stun Resist +20% A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Normal] While equipped: defense ------ Armor +1 A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Ego+] Arcane/Master While equipped: Stats +3 Cun +3 Dex offense ------ Spellpower +3 (+1 eff.) defense ------ Armor +1 Disengage: Puts all charms on 15 cooldown Effective talent level: 1.0 Power cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 2 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 89% 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. |
![]() 2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 Fatigue -5% Physical save +6 (+4 eff.) other ------- Encumbrance +22 A pair of boots made of leather. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: offense ------ Damage +9% arcane +15% darkness Ignore resists +5% darkness defense ------ Armor +3 Fatigue +2% Resistance +5% arcane +3% mind Silence Resist +25% Confus Resist +23% Stun Resist +24% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +5 Dex defense ------ Armor +5 Defense +10 (+10 eff.) Fatigue +2% Resistance +5% arcane +6% acid other ------- Stamina/turn +0.40 Max stamina +13.00 Light +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Mind Crit +1% Damage +6% mind When Hit 6 light defense ------ Armor +5 Fatigue +2% Mind save +3 (+3 eff.) other ------- Hate-on-crit +5.00 Infravision +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 Encumbrance T1 head armor [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil offense ------ Spellpower +3 (+1 eff.) defense ------ Defense +1 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Con offense ------ Damage +3% fire Ignore resists +5% nature When Hit 8 nature defense ------ Armor +1 Fatigue +1% Resistance +9% fire A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Dex +1 Cun defense ------ Armor +1 Fatigue +1% Crit Resistance 15.00% Silence Resist +10% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +2 Str defense ------ Armor +1 Fatigue +1% A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Ego] Master While equipped: defense ------ Armor +1 Fatigue +1% Physical save +10 (+6 eff.) A cap made of leather. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 2.0 Encumbrance T1 lite [Ego] Master While equipped: other ------- 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. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 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. |
![]() 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. |
![]() 2.0 Encumbrance T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 107 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
Achievements
By Mires the Dwarf Anorithil level 11
41st Profit 122nd year of Ascendancy at 21:02 see stats
By Mires the Dwarf Anorithil level 10
7th Profit 122nd year of Ascendancy at 20:56 see stats
By Mires the Dwarf Anorithil level 6
20th Voratun 122nd year of Ascendancy at 01:33 see stats
By Mires the Dwarf Anorithil level 10
36th Profit 122nd year of Ascendancy at 19:23 see stats
By Mires the Dwarf Anorithil level 10
13rd Profit 122nd year of Ascendancy at 17:18 see stats
Log
Mires hits The Possessed for 115 light damage.
The Possessed slows down.
Mires instinctively hardens his skin and ignores the attack!
Mires repels an attack from The Possessed.
Mires casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Melee retaliation hits The Possessed for 11 darkness, 15 light (26 total damage).
The Possessed hits Mires for 25 physical, 2 cold, 4 fire (31 total damage).
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Mires casts Sun Flare.
The Possessed loses sight!
Mires hits The Possessed for 143 light damage.
The Possessed uses Dual Strike.
The Possessed performs a melee critical strike against Mires!
The Possessed casts Earthen Missiles.
Mires is stunned!
The Possessed casts Earthen Missiles.
Melee retaliation hits The Possessed for 11 darkness, 15 light, 5 darkness, 6 light (37 total damage).
The Possessed hits Mires for 42 physical, 2 cold, 3 fire, 77 physical, 3 fire (125 total damage).
Mires starts to bleed.
The Possessed's Earthen Missiles hits Mires for 49 physical, 8 physical (57 total damage).
The Possessed's Earthen Missiles hits Mires for 49 physical, 8 physical (57 total damage).
The Possessed's Earthen Missiles hits Mires for 49 physical damage.
The Possessed's Earthen Missiles hits Mires for 49 physical, 8 physical (57 total damage).
The Possessed's Earthen Missiles hits Mires for 41 physical, 8 physical (49 total damage).
The Possessed's Earthen Missiles hits Mires for 49 physical, 8 physical (57 total damage).
Mires the level 13 dwarf anorithil was raked to death by The Possessed and used as a new host on level 3 of Ruins of Kor'Pul.
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A shield forms around Mires.