













Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Player AI 1.3.1Adds a keybind to activate the new player AI. Set to Alt+F1 by default. This description seems to vanish when I put too much text in it, so view the feature list and changelog on the steam version here: http://steamcommunity.com/sharedfiles/filedetails/?id=523638132. Note for Developers: This addon superwrites Player:act(), so if your addon also touches Player:act() change the load order so that the Player AI addon loads last. Items Vault 1.5.0Donators/Buyers bonus! Player GAI 1.4.0This is a fork of PlayerAI by Charidan. The AI will stop at the following low health conditions: Note for Developers: This addon superwrites Player:act(), so if your addon also touches Player:act() change the load order so that the Player AI addon loads last. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Better Item Description 1.5.10This 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 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: Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Ashes of Urh'Rok 1.5.0Official 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:
Adjustable Levelup 1.5.5Allows modification of gains for stats, resources, experience gain, category points, and prodigy points. If you would like to be able to modify other values post them in the comments. UPDATE: I've added the ability to modify stat and level maximums. I have also added the ability to customize which levels stats, talents, talent types, and prodigies are gained at. This allows for alternative leveling schemes such as gaining 2 class points on every even level and 2 generic points every odd level. For example, the max/milestone level could be set to 100, xp gain at 300, and all intervals doubled with alternating offsets for a faster early game, a slower late game, and increased potential for early game specialization. NOTE: All options are accessed after loading a character through the game options window under a new Levelup tab. They will only appear for characters created after the addon is enabled. UPDATE: I've added the ability to toggle unlearning of prodigies and stats. I've also reworked some of the internals to improve compatibility with future changes. Embers of Rage 1.5.0Official 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 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.5.9Official 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 | Female |
Race | Thalore |
Class | Oozemancer |
Level / Exp | 22 / 24% |
Size | big |
Lifes / Deaths | Killed by Zubygabeth the brown bear at level 11 on the 6th Mirth 122nd year of Ascendancy at 19:56 / 2Killed by Emelorianne the ghoul at level 22 on the 74th Haze 122nd year of Ascendancy at 02:43 |
Antimagic | Follower |
Primary Stats
Strength | 50 (base 44) |
Dexterity | 53 (base 50) |
Constitution | 53 (base 50) |
Magic | 42 (base 44) |
Willpower | 57 (base 50) |
Cunning | 55 (base 50) |
Resources
Life | -11/978 |
Equilibrium | 28 |
Healing Factor | 1.6 |
Regeneration | 6.48 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +11% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 9 |
See Stealth | 36.555745137239 |
See Invisible | 36.555745137239 |
Offense: Mainhand
Damage | 51 |
Accuracy | 5 |
Crit Chance | 6% |
APR | 30 |
Speed | 1.00 |
Offense: Offhand
Damage | 52 |
Accuracy | 5 |
Crit Chance | 6% |
APR | 34 |
Speed | 1.00 |
Offense: Spell
Spellpower | 31 |
Crit Chance | 0% |
Speed | 1 |
Offense: Mind
Mindpower | 50 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Blight | +21% |
Nature | +42% |
Mind | +35% |
All | +17% |
Offense: Damage Penetration
Light | +25% |
Nature | +5% |
Defense: Base
Armour (hardiness) | 14 (30%) |
Defense | 7 |
Ranged Defense | 15 |
Fatigue | 10 |
Physical Save | 54 |
Spell Save | 4 |
Mental Save | 53 |
Defense: Resistances
Light | + 52%( 70%) |
Blight | + 66%( 70%) |
Nature | + 60%( 70%) |
Cold | + 70%( 70%) |
All | + 44%( 70%) |
Defense: Immunities
Pinning Resistance | 21% |
Instadeath Resistance | 100% |
Disarm Resistance | 20% |
Poison Resistance | 50% |
Knockback Resistance | 33% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 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 126 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 148 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. |
Class Talents
Wild-gift / Moss | 4.90 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Slime | 3.10 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Ooze | 5.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Mucus | 5.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Generic Talents
Wild-gift / Call of the wild | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Mindstar mastery | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Thalore | 5.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Effects
talent | Psiblades |
talent | Mitosis |
detrimental effect | The more you use infusions, the longer they will take to recharge (+4 cooldowns). Infusion Saturation |
detrimental effect | The target has 30 reduced saves and defense, 15% reduced critical chance, and 19% chance to fail talent use. 10 Jinx |
beneficial effect | You gain 34% resistance against cold. Resolve |
beneficial effect | The target calls upon its inner resources, improving all damage by 17% and reducing all damage taken by 17%. Wrath of the Woods |
beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
Quests
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you gained talent category Psionic / Feedback (at mastery 0.80). | done |
You failed to protect the lost warrior from death by Zubygabeth the brown bear. Escort: lost warrior (level 3 of Norgos Lair) | failed |
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 |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
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. | 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 avoidance. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed bloated horror heart. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed red crystal shard. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 within | 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 T1 feet armor [Ego+] Master While equipped: ----- def ----- Armour +1 Defense +11 (+11 eff.) Fatigue +1% Evasion: (Instant) Puts all charms on 18 cooldown Level 4.0 Pwr.cost 18 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 22% chance to evade melee and ranged attacks and 5 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+2 eff.) Max.HP +41.00 Heal.mod +10% ---------- misc Light +2 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 | ![]() 2.0 T1 head armor [Ego+] Psionic While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +3 (+1 eff.) ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
On hands | ![]() 1.0 T1 hands armor [Ego] Master/Psionic While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+1 eff.) ----- def ----- Armour +1 HP.reg +1.10 ---------- misc Stam/turn +0.60 Max.stam +10.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Mov.spd +11% Dmg.mod +3% mind Res.pen +25% light Acc +6 (+6 eff.) ----- def ----- Defense +6 (+6 eff.) Resists +15% light Blinding Speed: Puts all charms on 24 cooldown Level 4.0 Pwr.cost 24 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings can have magical properties. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +6% nature On Hit (Melee): * Slows global speed by 30% ----- def ----- Fatigue -2% Max.HP +22.00 Disarm- +20% Pinning- +21% Knockbk- +23% ---------- misc Light +3 Rings can have magical properties. |
Around neck | ![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
In main hand | ![]() 3.0 T2 mindstar 1H weapon [Unique] Nature Power 8.0 - 8.8 Nature Uses 48% Wil, 19% Cun Mastery Psiblades Acc uses Wil Apr +25 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +15 (+5 eff.) ----- def ----- HP.reg +2.00 Heal.mod +20% ---------- misc Masteries +0.20 Wild-gift/Fungus Bloom Heal: (Instant) Level 1.0 Pwr.cost 35 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 36 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
Around waist | ![]() 1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
In off hand | ![]() 3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 57% Wil, 19% Cun Mastery Psiblades Acc uses Wil Apr +29 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +8 (+3 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 5 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 238.42 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +15% mind +9% nature Res.pen +5% nature Melee Ret 4 nature ----- def ----- Armour +5 Defense +1 (+1 eff.) Resists +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 T2 light armor [Unique] Master While equipped: Stats +2 Str +2 Con ----- def ----- Armour +6 Defense +4 (+4 eff.) Rng.Def +8 (+6 eff.) Fatigue +10% Max.HP +45.00 HP.reg +0.70 Knockbk- +10% ---------- misc Max.enc +20 Stam/turn +0.70 Max.stam +43.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Inventory
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous 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 23% for 5 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 ability. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 11. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 37%, your defense is increased by 37 and all your resistances by 37%. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to get a vision of the area surrounding you (11 radius) and to allow you to see invisible and stealthed creatures (power 19) for 15 turns. Your mind will become more receptive for 15 turns, allowing you to sense any demon around. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T4 amulet jewelry [Ego] Nature While equipped: Stats +6 Con Amulets can have magical properties. |
![]() 5.0 T4 greatmaul 2H weapon [Ego] Arcane/Master Power 69.0 - 103.5 Physical Uses 120% Str Acc+ +0.1% dam / acc Apr +3 Crit +2.5% Atk.spd 100% Melee+ +19 acid On Crit: * splashes the target with acid Massive two-handed mauls. |
![]() 5.0 T4 greatmaul 2H weapon [Normal] Power 58.0 - 87.0 Physical Uses 120% Str Acc+ +0.1% dam / acc Apr +3 Crit +2.5% Atk.spd 100% Massive two-handed mauls. |
![]() 3.0 T4 greatsword 2H weapon [Rare] Arcane Power 50.5 - 80.8 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +3 Crit +4.5% Atk.spd 100% Melee+ +16 lightning On Hit: * 25% chance for lightning to arc to a second target While equipped: ----- def ----- Resists +9% blight +12% cold +5% arcane Phys.save +6 (+2 eff.) Silence- +15% ---------- misc Infravis +3 Telepathy Humanoid/Orc Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon [Ego] Master Power 42.5 - 68.0 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Acc +10 (+10 eff.) ----- def ----- Defense +7 (+7 eff.) Disarm- +28% Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon [Random Unique] Disrupt/Master/Psionic Power 35.5 - 56.8 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +14 nature On Crit.r2 +8 darkness On Hit: * Slows global speed by 20% * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 25% chance to remove a magical effect While equipped: dps ---------- Dmg.mod +6% nature +13% physical Res.pen +15% nature +12% physical Apr +12 On Hit (Melee): * 15% chance to inflict 15% damage reduction ----- def ----- Resists +3% nature Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon [Normal] Power 48.5 - 77.6 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +3 Crit +4.5% Atk.spd 100% Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon [Rare] Arcane Power 47.5 - 76.0 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +3 Crit +4.5% Atk.spd 100% Melee+ +28 blight On Crit.r2 +16 arcane On Hit: * 34% chance to disease While equipped: dps ---------- Res.pen +5% arcane +5% light On Hit (Melee): * 15% chance to blind ---------- misc Light +3 Massive two-handed swords. |
![]() 4.0 T4 longbow 2H weapon Reqs Shoot [Ego] Master Acc+ +0.2% crit / acc Atk.spd 125% Range +10 While equipped: Stats +5 Dex Longbows are used to shoot arrows at your foes. |
![]() 3.0 T4 longsword 1H weapon [Rare] Arcane Power 35.5 - 49.7 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +5 Crit +4.5% Atk.spd 100% Melee+ +11 blight On Hit: 10% Epidemic 4 On Hit: * 16% chance to disease While equipped: Stats +3 Cun dps ---------- Mind.crit +5% Mind.pwr +4 (+2 eff.) Dmg.mod +9% fire Melee Ret 16 fire ----- def ----- Mind.save +20 (+7 eff.) Disease- +25% ---------- misc Psi/ret +0.12 Sharp, long, and deadly. |
![]() 3.0 T4 mace 1H weapon [Ego] Arcane Power 36.0 - 50.4 Physical Uses 100% Str Acc+ +0.1% dam / acc Apr +5 Crit +2.5% Atk.spd 100% On Hit.r1 +9 fire Blunt and deadly. |
![]() 3.0 T2 mindstar 1H weapon [Random Unique] Nature The natural wyrm seeks an element. Power 5.0 - 5.5 Nature Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +4% nature Melee Ret 5 lightning 5 physical 4 cold 4 fire 2 acid ----- def ----- Defense +3 (+3 eff.) Rng.Def +3 (+3 eff.) Resists +4% lightning +4% physical +6% blight +4% fire +4% acid +3% cold Max.HP +12.00 HP.reg +0.80 Disease- +15% Disarm- +15% Stun/Frz- +20% Knockbk- +10% 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. |
![]() 4.0 T4 sling 1H weapon Reqs Shoot [Ego] Arcane Acc+ +0.1% dam / acc Atk.spd 125% Range +9 Ranged+ +9 fire While equipped: dps ---------- Dmg.mod +12% fire Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 T4 staff 1H weapon [Rare] Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.3% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +8.0% Spell.crit +7% Crit.mult +11.00% Phys.pwr +13 (+3 eff.) Spell.pwr +20 (+9 eff.) Dmg.mod +25% blight Acc +9 (+9 eff.) ----- def ----- Armour +4 Resists +12% blight +9% cold +9% nature +9% light Poison- +20% Stun/Frz- +10% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Ego] Arcane/Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +8.0% Spell.crit +15% Crit.mult +12.00% Spell.pwr +12 (+6 eff.) Dmg.mod +25% blight ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Ego] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Spell.pwr +12 (+6 eff.) Dmg.mod +25% fire ----- def ----- Phys.save +10 (+3 eff.) Spell.save +8 (+8 eff.) Mind.save +7 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Ego] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +16 (+8 eff.) Dmg.mod +20% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T4 waraxe 1H weapon [Ego] Arcane Power 32.0 - 44.8 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% Melee+ +5 lightning On Hit: * 25% chance for lightning to arc to a second target One-handed war axes. |
![]() 3.0 T2 waraxe 1H weapon [Random Unique] Arcane/Master Power 13.5 - 18.9 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% Melee+ +6 lightning +4 temporal On Hit.r1 +4 temporal On Crit.r2 +4 temporal On Hit: * 25% chance for lightning to arc to a second target On Crit: * wounds the target for 7 turns: 13 bleeding, 50% reduced healing * cripple the target While equipped: dps ---------- Phys.crit +15.0% Phys.pwr +6 (+1 eff.) Res.pen +5% lightning ----- def ----- Resists +6% temporal One-handed war axes. |
![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Spell.pwr +15 (+7 eff.) Mov.spd +32% Dmg.mod +15% blight ----- def ----- Dmg.red +22 all Carrion Feet: Level 3.0 Pwr.cost 9 out of 20/20. Range 7 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
![]() 2.0 T4 cloth armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% acid +6% temporal +16% light On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +3 (+3 eff.) Resists +24% light +30% acid Def/telep +15 Res/telep +15% Dur/telep +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Normal] While equipped: ----- def ----- Defense +3 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +13% cold ----- def ----- Defense +3 (+3 eff.) Resists +19% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego] Disrupt/Psionic While equipped: dps ---------- Dmg.mod +11% mind On Melee Ret: * Slows global speed by 3% * 5 arcane resource burn ----- def ----- Defense +3 (+3 eff.) Resists +11% mind A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 1.5 T3 hands armor Reqs Heavy Armour Training [Ego] Master/Psionic While equipped: Stats +4 Dex dps ---------- Acc +15 (+14 eff.) ----- def ----- Armour +2 HP.reg +1.90 ---------- misc Stam/turn +1.00 Max.stam +20.00 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T1 hands armor [Ego] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +7 (+2 eff.) ----- def ----- Armour +1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 14.0 T4 heavy armor Reqs Heavy Armour Training [Rare] Psionic While equipped: Stats +4 Dex +4 Wil +7 Cun dps ---------- Acc +4 (+4 eff.) ----- def ----- Armour +14 Defense +4 (+4 eff.) Fatigue +16% Resists +6% temporal Phys.save +10 (+3 eff.) Mind.save +14 (+5 eff.) Die.at -40.00 life Def/telep +15 Res/telep +15% Dur/telep +15% A suit of armour made of mail. |
![]() 9.0 T3 light armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +6 Defense +3 (+3 eff.) Fatigue +8% Resists +19% lightning +13% light +13% darkness A suit of armour made of leather. |
![]() 9.0 T4 light armor [Rare] Master While equipped: Stats +3 Con dps ---------- Res.pen +15% physical ----- def ----- Armour +7 Defense +4 (+4 eff.) Fatigue +8% Resists +8% physical Phys.save +18 (+6 eff.) Die.at -60.00 life ---------- misc Stam/turn +0.40 Max.hate +10.00 A suit of armour made of leather. |
![]() 9.0 T3 light armor [Ego] Master While equipped: dps ---------- Melee Ret 13 physical ----- def ----- Armour +6 Defense +3 (+3 eff.) Fatigue +8% A suit of armour made of leather. |
![]() 3.0 T4 arrow ammo [Normal] Power 44.0 - 61.6 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit / acc Apr +14 Crit +2.5% Capacity 19 Arrows are used with bows to pierce your foes to death. |
![]() 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 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 T4 blue gem [Normal] While equipped: Defense +8 (+8 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+8 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+8 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+8 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 117 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. |
![]() 2.0 T4 totem charm [Rare] Nature While equipped: dps ---------- Res.pen +25% arcane +10% mind Melee Ret 16 arcane ----- def ----- Resists +12% mind +5% arcane ---------- misc Talents +1 Invoke Tentacle Cooldown Invoke Tentacle +5 Heal a target within range 8 (based on Willpower) for 180 Puts all charms on 12 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 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. |
![]() 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 +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 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 Adina the Thalore Oozemancer level 15
2nd Dusk 122nd year of Ascendancy at 05:37 see stats
By Adina the Thalore Oozemancer level 21
22nd Haze 122nd year of Ascendancy at 08:40 see stats
By Adina the Thalore Oozemancer level 21
22nd Haze 122nd year of Ascendancy at 08:40 see stats
By Adina the Thalore Oozemancer level 10
5th Mirth 122nd year of Ascendancy at 23:46 see stats
By Adina the Thalore Oozemancer level 20
27th Dusk 122nd year of Ascendancy at 15:22 see stats
By Adina the Thalore Oozemancer level 21
43rd Dusk 122nd year of Ascendancy at 20:06 see stats
By Adina the Thalore Oozemancer level 17
18th Dusk 122nd year of Ascendancy at 20:07 see stats
By Adina the Thalore Oozemancer level 9
2nd Mirth 122nd year of Ascendancy at 06:25 see stats
By Adina the Thalore Oozemancer level 17
18th Dusk 122nd year of Ascendancy at 20:05 see stats
By Adina the Thalore Oozemancer level 11
6th Mirth 122nd year of Ascendancy at 19:56 see stats
Log
Adina is invigorated by the attack!
Adina shares damage with her oozes!
Emelorianne the ghoul's aether beam hits Adina for 5 arcane damage.
Poison from Adina hits Emelorianne the ghoul for 133 nature damage.
Adina is invigorated by the attack!
Adina shares damage with her oozes!
Emelorianne the ghoul's aether beam hits Adina for 5 arcane damage.
Adina is invigorated by the attack!
Adina is invigorated by the attack!
Adina shares damage with her oozes!
Emelorianne the ghoul's glacial vapour area effect hits Bloated ooze for 17 cold damage.
Emelorianne the ghoul's glacial vapour area effect hits Bloated ooze for 17 cold damage.
Emelorianne the ghoul's glacial vapour area effect hits Mucus ooze for 56 cold damage.
Emelorianne the ghoul's glacial vapour area effect hits Bloated ooze for 17 cold damage.
Emelorianne the ghoul's glacial vapour area effect hits Adina for 9 cold damage.
Emelorianne the ghoul's aether beam hits Adina for 5 arcane damage.
Emelorianne the ghoul's glacial vapour area effect killed Bloated ooze!
Emelorianne the ghoul's glacial vapour area effect killed Bloated ooze!
Adina uses Infusion: Wild.
Adina stops burning.
Adina is cured!
Adina lessens the pain.
Adina uses Wrath of the Woods.
Adina radiates power.
Emelorianne the ghoul's aether beam hits Bloated ooze for 92 arcane damage.
Emelorianne the ghoul's aether beam killed Bloated ooze!
Emelorianne the ghoul is not silenced anymore.
Emelorianne the ghoul stops being poisoned.
Saving game...