











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
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 Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Cornac |
Class | Bulwark |
Level / Exp | 26 / 4% |
Size | medium |
Lifes / Deaths | Killed by elven elite warrior at level 26 on the 9th Pyre 123rd year of Ascendancy at 15:35 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 73 (base 57) |
Dexterity | 52 (base 27) |
Constitution | 47 (base 30) |
Magic | 10 (base 10) |
Willpower | 40 (base 16) |
Cunning | 27 (base 10) |
Resources
Life | 1/928 |
Stamina | 177/287 |
Equilibrium | 5 |
Healing Factor | 1.4023364354647 |
Regeneration | 21.385630640837 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 13 |
Offense: Mainhand
Damage | 81 |
Accuracy | 61 |
Crit Chance | 19% |
APR | 9 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 5 |
Crit Chance | 9% |
Speed | 1 |
Offense: Mind
Mindpower | 32 |
Crit Chance | 10% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +15% |
Darkness | +6% |
Blight | +18% |
Physical | +10% |
Mind | +12% |
All | 0% |
Offense: Damage Penetration
Blight | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 68.883307766991 (81.151787968034%) |
Defense | 45 |
Ranged Defense | 45 |
Fatigue | 21 |
Physical Save | 50 |
Spell Save | 39 |
Mental Save | 41 |
Defense: Resistances
Acid | + 17%( 70%) |
Blight | + 29%( 70%) |
Arcane | + 17%( 70%) |
Cold | + 34%( 70%) |
All | + 13%( 70%) |
Physical | + 19%( 70%) |
Lightning | + 49%( 70%) |
Light | + 20%( 70%) |
Temporal | + 15%( 70%) |
Mind | + 23%( 70%) |
Darkness | + 13%( 70%) |
Fire | + 30%( 70%) |
Nature | + 28%( 70%) |
Defense: Immunities
Stun Resistance | 10% |
Confusion Resistance | 40% |
Instadeath Resistance | 100% |
Poison Resistance | 16% |
Disarm Resistance | 30% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 364 life over 5 turns. Its effects scale with your Strength 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. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 197 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 144 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Warcries | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Battle tactics | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Conditioning | 1.30 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
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. | active |
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 Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you improved talent Misdirection (+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 have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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. You have been shown a secret entrance to his stronghold. | 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 pouch of bone giant dust. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed minotaur nose. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * '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.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed honey tree root. * 'Needed: one storm wyrm claw. I recommend severing one of their 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.' * You've found the needed wretchling eyeball. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed bloated horror heart. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +5 Dex +2 Cun +6 Wil dps ---------- Dmg.mod +6% darkness ----- def ----- Armour +3 Defense +9 (+3 eff.) Crit.chn- 10.00% ---------- misc Infravis +3 A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Crit.mult +15.00% ----- def ----- Armour +4 Defense +5 (+2 eff.) Resists +5% arcane +3% temporal Max.HP +43.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
On hands | ![]() 1.0 T2 hands armor [Random Unique] Master/Psionic While equipped: Stats +2 Con dps ---------- Dmg.mod +18% blight On Melee Ret: * 25% chance to reduce strength, dexterity, and constitution by 5 * 31% chance to reduce damage dealt by 18% ----- def ----- Armour +2 Resists +9% cold Phys.save +16 (+5 eff.) Spell.save +5 (+2 eff.) Mind.save +5 (+2 eff.) HP.reg +6.00 Disarm- +30% ---------- misc Stam/turn +1.80 Max.stam +37.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 5.2 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 36% and provides a 21% 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 | ![]() 3.0 T3 digger tool [Random Unique] Master While equipped: Stats +4 Str +3 Dex dps ---------- Phys.pwr +6 (+2 eff.) Mov.spd +10% Acc +5 (+1 eff.) ----- def ----- Armour +4 Defense +6 (+2 eff.) Resists +3% lightning +7% physical +6% nature +9% light Disease- +15% ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. It was changed by the digestive sack. |
On fingers | ![]() 0.1 T3 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +1 Str +4 Dex +6 Wil +6 Cun dps ---------- Mind.pwr +7 (+4 eff.) Dmg.mod +12% lightning On Hit (Melee): * 20% chance to slow global speed by 48% ----- def ----- Resists +10% blight +6% cold +9% nature +30% lightning Poison- +16% Disease- +18% Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +5 Str +6 Dex +5 Cun +4 Con dps ---------- Spell.crit +1% Mind.crit +2% Crit.mult +5.00% Phys.pwr +6 (+2 eff.) Dmg.mod +12% mind Acc +8 (+2 eff.) ----- def ----- Resists +12% mind Mind.save +9 (+3 eff.) ---------- misc Equi/ret +0.04 Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Rare] Master While equipped: ----- def ----- Armour +4 Defense +10 (+3 eff.) Fatigue -7% Phys.save +9 (+3 eff.) Die.at -80.00 life HP.reg +2.00 ---------- misc Infravis +3 Amulets make your neck look great! |
In main hand | ![]() 3.0 T3 longsword 1H weapon [Unique] Disrupt It is said perseverance comes hand in hand with dedication. Power 138% Range: 1.4x Uses 20% Wil, 90% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +12.0% Atk.spd 100% Melee+ +15 manaburn arcane On Crit: * restore 7 stamina and equilibrium While equipped: ----- def ----- Spell.save +18 (+6 eff.) Confus- +30% Stun/Frz- +10% It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The sword symbolizes the krogs committment to their task of fighting against the forces of the arcane. With each slash the krog would endevor to continue, until at last their opponents would fall. |
Around waist | ![]() 1.0 T3 belt armor [Ego+] Master While equipped: Stats +4 Dex +4 Cun +7 Lck ----- def ----- Stealth +8 ---------- misc T.Disarm +12 Infravis +5 A belt that goes around your waist. |
In off hand | ![]() 7.0 T2 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 110% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +106 On Crit.r2 +8 fire While equipped: Stats +5 Con dps ---------- Acc +10 (+2 eff.) ----- def ----- Armour +23 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Str +3 Dex +3 Wil +1 Con ----- def ----- Defense +1 (+0 eff.) Resists +3% nature Crit.chn- 5.00% Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 14.0 T4 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +3% lightning Res.pen +5% blight ----- def ----- Armour +12 Defense +4 (+1 eff.) Fatigue +12% Resists +5% acid +9% blight +10% cold +9% lightning +20% fire Max.HP +56.00 HP.reg +7.00 Heal.mod +14% ---------- misc Breathe water A suit of armour made of mail. |
Inventory
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +4 Str +4 Dex +1 Con dps ---------- Crit.mult +5.00% Dmg.mod +3% blight +9% physical ----- def ----- Phys.save +9 (+3 eff.) Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +6 Str dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Resists +6% darkness Phys.save +3 (+1 eff.) ---------- misc Stam/turn +1.00 Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Rare] Arcane While equipped: dps ---------- Melee+ 10 light 11 darkness Dmg.mod +11% light +33% darkness +6% mind On Hit (Melee): * 20% chance to reduce damage dealt by 18% On Melee Ret: * 13% chance to reduce damage dealt by 18% * 9% chance to blind ----- def ----- Resists +12% mind +9% darkness Amulets make your neck look great! |
![]() 1.0 T3 dagger 1H weapon [Ego++] Nature Power 118% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit.r2 +13 lightning +20 cold While equipped: Stats +7 Con +10 Wil dps ---------- Mov.spd +25% Res.pen +11% lightning +8% cold ----- def ----- Max.HP +10.00 Sharp, short and deadly. |
![]() 4.0 T2 longbow 2H weapon Reqs Shoot [Random Unique] Nature/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Proj.spd +200% On Crit.r2 +38 fire While equipped: Stats +8 Str +8 Dex +8 Mag +9 Wil +9 Cun +8 Con dps ---------- All.spd +8% Phys.spd +10% Res.pen +11% fire ----- def ----- Resists +9% temporal +3% fire Longbows are used to shoot arrows at your foes. |
![]() 2.0 T5 cloak armor [Random Unique] Arcane/Psionic While equipped: Stats +3 Cun +5 Wil dps ---------- Spell.crit +4% Mind.crit +8% Crit.mult +10.00% Spell.pwr +10 (+5 eff.) Dmg.mod +12% arcane +12% fire Res.pen +16% arcane Melee Ret 8 fire ----- def ----- Defense +3 (+1 eff.) Resists +5% arcane Spell.save +11 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Max.mana +94.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Cosmetic Item] Arcane While equipped: Stats +2 Mag +1 Wil A stylish kruk-style cloak, to look awesome. |
![]() 2.0 T4 cloth armor [Ego+] Arcane While equipped: Stats +4 Mag dps ---------- Dmg.mod +10% temporal +7% physical Res.pen +11% temporal +5% physical ----- def ----- Resists +13% all Anom.red +12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+2 eff.) Dmg.mod +22% blight ----- def ----- Resists +22% blight +11% all Spell.save +20 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 feet armor [Ego+] Master While equipped: Stats +3 Cun +3 Dex ----- def ----- Armour +3 Resists +7% fire +8% cold Disengage: Puts all charms on 15 cooldown Level 3.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 4 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 118% 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. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +1 Dex +4 Mag +1 Wil +6 Con dps ---------- Dmg.mod +3% acid +3% light ----- def ----- Armour +3 Fatigue +2% Rush: Puts all charms on 25 cooldown Level 2.6 Pwr.cost 25 out of 25/25. Range 7 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T3 head armor [Rare] Arcane While equipped: dps ---------- Crit.mult +10.00% Mind.pwr +10 (+5 eff.) Dmg.mod +8% darkness +9% temporal +8% light +8% physical ----- def ----- Defense +2 (+1 eff.) Resists +15% blight +6% darkness Silence- +10% Confus- +20% A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% acid +15% mind Res.pen +5% acid On Hit (Melee): * 10% chance to reduce all saves and defense by 22 ----- def ----- Armour +1 Fatigue +1% Resists +3% blight +7% cold ---------- misc Breathe water A cap made of leather. |
![]() 9.0 T2 light armor [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Cun +5 Wil ----- def ----- Armour +8 Defense +13 (+4 eff.) Fatigue +7% Resists +18% acid Crit.chn- 15.00% Mind.save +10 (+4 eff.) HP.reg +2.20 ---------- misc Stam/turn +1.00 Infravis +2 A suit of armour made of leather. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T5 digger tool [Random Unique] Master While equipped: Stats +6 Str dps ---------- Dmg.mod +9% mind Res.pen +20% nature On Hit (Melee): * 20% chance to slow global speed by 48% ----- def ----- Fatigue -8% Resists +10% fire +6% darkness +3% mind ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Wil +1 Cun +1 Con dps ---------- Res.pen +5% light ----- def ----- Resists +6% fire +5% darkness +3% nature Crit.chn- 15.00% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 T4 shot ammo [Unique] Nature Power 149% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 25 Proj.spd +100% On Hit: 10% Tornado 2 On Hit: * 35% chance for lightning to arc to a second target These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Lynhov the Cornac Bulwark level 15
78th Dusk 122nd year of Ascendancy at 13:07 see stats
By Lynhov the Cornac Bulwark level 19
57th Haze 122nd year of Ascendancy at 01:56 see stats
By Lynhov the Cornac Bulwark level 15
55th Dusk 122nd year of Ascendancy at 15:04 see stats
By Lynhov the Cornac Bulwark level 21
60th Haze 122nd year of Ascendancy at 02:32 see stats
By Lynhov the Cornac Bulwark level 10
3rd Dusk 122nd year of Ascendancy at 05:30 see stats
By Lynhov the Cornac Bulwark level 20
57th Haze 122nd year of Ascendancy at 01:56 see stats
By Lynhov the Cornac Bulwark level 24
4th Allure 123rd year of Ascendancy at 07:18 see stats
By Lynhov the Cornac Bulwark level 15
78th Dusk 122nd year of Ascendancy at 13:05 see stats
By Lynhov the Cornac Bulwark level 9
1st Dusk 122nd year of Ascendancy at 13:57 see stats
By Lynhov the Cornac Bulwark level 22
69th Haze 122nd year of Ascendancy at 19:11 see stats
By Lynhov the Cornac Bulwark level 24
4th Allure 123rd year of Ascendancy at 04:16 see stats
By Lynhov the Cornac Bulwark level 17
7th Haze 122nd year of Ascendancy at 05:01 see stats
Log
Lynhov is no longer attuned.
Talent Antimagic Zone is ready to use.
Talent Shield Slam is ready to use.
Lynhov attunes to the damage.
Yvudhetha the elven corruptor's Netherblast hits Lynhov for 188 temporal, 149 darkness (337 total damage).
Elven elite warrior hits Lynhov for 10 physical damage.
Elven elite warrior speeds up.
Yvudhetha the elven corruptor loses 7 health to the entropy.
A void star appears around Yvudhetha the elven corruptor.
Lynhov uses Infusion: Healing.
Lynhov receives 133 healing from Infusion: Healing.
Lynhov fails to use Antimagic Zone.
Elven blood mage casts Drain.
Elven blood mage hits Lynhov for 156 blight damage.
Elven elite warrior uses Block.
Yvudhetha the elven corruptor casts Netherblast.
Elven elite warrior is afflicted by a crippling illness!
Elven elite warrior regains their energy.
Yvudhetha the elven corruptor loses 9 health to the entropy.
Elven elite warrior hits Lynhov for 14 physical damage.
Lynhov fails to use Antimagic Zone.
Elven elite warrior uses Assault.
Elven elite warrior is weakened by the darkness!
Elven elite warrior performs a melee critical strike against Lynhov!
Elven elite warrior performs a melee critical strike against Lynhov!
Elven elite warrior is afflicted by a crippling illness!
Elven elite warrior hits Lynhov for 15 physical, 16 cold, 11 lightning (42 total damage).
Lynhov the level 26 cornac bulwark was amped to death by an elven elite warrior on level 3 of Dark crypt.