













Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! 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.
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. ZOmnibus Addon Pack 1.7.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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 Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Ignore Race/Class Locks 1.7.0Modifies 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: Possessor Bonus Class 1.7.0Donators/Buyers bonus! 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:
Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Better Item Description 1.7.0This 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. Showing Items Tier in Inventory 1.6.0This 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 |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Skeleton |
Class | Archer |
Level / Exp | 28 / 10% |
Size | medium |
Lifes / Deaths | Killed by Shax the Slimy at level 15 on the 36th Haze 122nd year of Ascendancy at 19:20 2 / 4Killed by Liserivena the gigantic gravity worm at level 18 on the 45th Haze 122nd year of Ascendancy at 15:12 Killed by Glorama the sandworm at level 18 on the 45th Haze 122nd year of Ascendancy at 16:53 Killed by Belytta the thief at level 25 on the 70th Haze 122nd year of Ascendancy at 22:52 |
Primary Stats
Strength | 41 (base 15) |
Dexterity | 103 (base 60) |
Constitution | 12 (base 10) |
Magic | 37 (base 28) |
Willpower | 21 (base 10) |
Cunning | 75 (base 60) |
Resources
Life | 628/628 |
Stamina | 124/124 |
Healing Factor | 1.1991526171257 |
Regeneration | 1.4989407714071 |
Speed
Mental | -7.105427357601E-13% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 13 |
Lite | 10 |
Infravision | 8 |
See Stealth | 39.956004335202 |
See Invisible | 42.956004335202 |
Offense: Mainhand
Damage | 177 |
Accuracy | 86 |
Crit Chance | 55% |
APR | 10 |
Speed | 1.00 |
Offense: Spell
Spellpower | 38 |
Crit Chance | 30% |
Speed | 1 |
Offense: Mind
Mindpower | 34 |
Crit Chance | 31% |
Speed | 1 |
Offense: Damage Bonus
Physical | +15% |
Acid | +28% |
Light | +14% |
Nature | +7% |
Mind | +10% |
Arcane | +18% |
Fire | +13% |
All | +4% |
Offense: Damage Penetration
Light | +10% |
Physical | +37% |
Fire | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 28 (38.594633868923%) |
Defense | 59 |
Ranged Defense | 59 |
Fatigue | 0 |
Physical Save | 38 |
Spell Save | 22 |
Mental Save | 27 |
Defense: Resistances
Acid | + 6%( 70%) |
Blight | + 12%( 70%) |
Physical | + 25%( 70%) |
Cold | + 22%( 70%) |
All | 0%( 70%) |
Lightning | + 6%( 70%) |
Light | + 36%( 70%) |
Temporal | + 9%( 70%) |
Mind | + 6%( 70%) |
Darkness | + 33%( 70%) |
Fire | + 22%( 70%) |
Nature | + 12%( 70%) |
Defense: Immunities
Pinning Resistance | 0% |
Confusion Resistance | 30% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 57% |
Bleed Resistance | 100% |
Stun Resistance | 0% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 65 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 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 10%, your defense is increased by 10 and all your resistances by 10%. |
Class Talents
Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Sniper | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Archery training | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Archery prowess | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 5/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Reflexes | 1.30 |
| 3/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Cunning / Poisons | 2.00 |
| 5/5 |
| 3/5 |
| 4/5 |
| 0/5 |
Technique / Marksmanship | 1.73 |
| 5/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.00 |
| 4/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Undead / Skeleton | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Aim |
talent | Apply Poison |
talent | Intuitive Shots |
talent | Trained Reactions |
talent | Crippling Poison |
talent | Numbing Poison |
talent | Concealment |
beneficial effect | The target is concealed, increasing sight and attack range by 3 and chance to avoid damage by 54%. Concealment |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You failed to protect the injured seer from death by 3-headed hydra. Escort: injured seer (level 1 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Heart of the Gloom. Escort: lost warrior (level 1 of Heart of the Gloom)As a reward you improved talent Unflinching Resolve (+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 Horned Horror. * 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | 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: * '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.' * You've found the needed snow giant kidney. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed red crystal shard. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed warg claw. | active |
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 have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
On feet | ![]() 3.0 T3 feet armor [Random Unique] Master While equipped: Stats +2 Str +12 Dex +2 Con ----- def ----- Armour +4 Defense +12 (+3 eff.) Fatigue -3% Phys.save +7 (+3 eff.) ---------- misc Max.enc +31 See.Invis +3 Evasion: (Instant) Puts all charms on 18 cooldown Level 2.0 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 35% chance to evade melee and ranged attacks and 28 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() 3.0 T3 arrow ammo [Ego++] Master Power 43.0 - 60.2 Physical Uses 70% Dex, 50% Mag, 50% Str Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +24.0% Capacity 18 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 281 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 1.0 T3 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +9% fire Res.pen +5% fire ----- def ----- Resists +12% blight +6% temporal +6% lightning Phys.save +8 (+3 eff.) Heal.mod +18% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T2 head armor [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Tool | ![]() 2.0 T3 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +3% nature On Hit (Melee): * 10% chance to reduce all saves and defense by 23 ----- def ----- Resists +6% mind +6% nature Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 15 cooldown 100% to reduce 3 talent cooldowns by 2. 100% to gain a 21% chance to evade weapon attacks for 2 turns. 100% to increase all damage penetration by 15% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+4 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
On fingers | ![]() 0.1 T3 ring jewelry [Ego++] Master/Psionic While equipped: Stats +1 Cun dps ---------- Phys.pwr +7 (+1 eff.) Spell.pwr +8 (+3 eff.) Mind.pwr +5 (+3 eff.) Melee+ 8 physical Ranged+ 15 physical Dmg.mod +4% all On Hit (Melee): * 14% chance to reduce all saves and defense by 23 On Hit (Ranged): * 12% chance to reduce all saves and defense by 23 ---------- misc Hate/m.crit +2.00 Max.hate +6.00 Bleeding Edge: Puts all charms on 12 cooldown Level 2.0 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
Around waist | ![]() 1.0 T3 belt armor [Random Unique] Arcane/Master While equipped: Stats +4 Dex +4 Cun +7 Lck dps ---------- Melee Ret 4 temporal On Hit (Melee): * 20% chance to reduce armor by 30% ----- def ----- Resists +6% acid +8% light +8% fire +5% darkness +7% cold Stealth +8 Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc T.Disarm +13 Infravis +4 A belt that goes around your waist. |
In main hand | ![]() 4.0 T3 longbow 2H weapon [Random Unique] Arcane Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Ranged+ +14 acid On Hit.r1 +4 mind On Hit: 10% Arcane Vortex 3 While equipped: Stats +1 Cun +5 Mag dps ---------- Crit.mult +15.00% Spell.pwr +12 (+5 eff.) Dmg.mod +24% acid +14% arcane +3% mind Res.pen +17% physical ----- def ----- Resists +3% light Longbows are used to shoot arrows at your foes. |
On hands | ![]() 1.5 T2 hands armor [Random Unique] Master/Psionic While equipped: Stats +4 Dex dps ---------- Phys.crit +8.0% Spell.crit +7% Mind.crit +8% Crit.mult +6.00% Res.pen +10% light Acc +13 (+2 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +9% light Spell.save +3 (+1 eff.) HP.reg +1.00 ---------- misc Stam/turn +0.80 Max.stam +16.00 Unarmed combat: Power 26.5 - 37.1 Physical Uses 40% Dex, 40% Cun, 50% Mag 40% Str Acc+ +0.2% base dam (max 20%) Acc +7 Apr +9 Crit +20.0% Atk.spd 83% On Hit: 10% Nightmare 3 On Crit: 20% Cripple 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 9.0 T2 light armor [Random Unique] Nature/Master While equipped: Stats +2 Cun dps ---------- Melee+ 6 fire Ranged+ 6 fire Dmg.mod +3% mind Melee Ret 6 light ----- def ----- Armour +11 Defense +6 (+2 eff.) Fatigue +7% Resists +15% cold +20% physical +14% fire Phys.save +10 (+4 eff.) ---------- misc Equi/ret +0.08 A suit of armour made of leather. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +2 Dex dps ---------- Dmg.mod +6% physical Res.pen +20% physical Acc +10 (+2 eff.) ----- def ----- Defense +1 (+0 eff.) Die.at -80.00 life Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +7 Cun ----- def ----- Resists +16% light +3% temporal +18% darkness +6% nature Blind- +27% ---------- misc Max.psi +10.00 Masteries +0.23 Technique/Marksmanship Amulets make your neck look great! |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 625% 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 Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 584% 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 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 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd 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 15% for 2 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 359 damage for 4 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Wil dps ---------- Res.pen +10% nature ----- def ----- Die.at -80.00 life Blind- +20% Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% lightning Stun/Frz- +22% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +1 Mag dps ---------- S.pwr/crit +3 ----- def ----- Fatigue -4% HP.reg +2.00 ---------- misc Mana/turn +0.30 Max.mana +22.00 Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Phys.crit +1.0% Res.pen +5% fire Acc +10 (+2 eff.) ----- def ----- Die.at -40.00 life HP.reg +1.00 Stun/Frz- +23% ---------- misc Max.stam +10.00 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +11% acid ----- def ----- Resists +22% acid Mind.save +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +11% acid ----- def ----- Resists +22% acid Phys.save +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +3% acid Res.pen +20% mind +5% arcane Melee Ret 8 acid On Hit (Melee): * 20% chance to reduce armor by 30% ----- def ----- Resists +5% arcane Max.HP +25.00 Disarm- +28% Pinning- +30% Knockbk- +29% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+3 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 10.50 cold and 11.61 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 36 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Fatigue -5% Resists +22% fire ---------- misc Max.enc +24 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Nature/Psionic While equipped: Stats +2 Cun +5 Con dps ---------- Melee+ 10 physical Ranged+ 12 physical On Hit (Melee): * 13% chance to reduce all saves and defense by 23 On Hit (Ranged): * 14% chance to reduce all saves and defense by 23 ----- def ----- Phys.save +10 (+4 eff.) ---------- misc Hate/m.crit +1.00 Max.hate +8.00 Bleeding Edge: Puts all charms on 12 cooldown Level 3.0 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
![]() 4.0 T2 longbow 2H weapon [Random Unique] Arcane/Master Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 On Hit: 10% Arcane Vortex 2 On Hit: 10% Shoot 1 On Hit: * 20% chance to reduce strength, dexterity, and constitution by 20 While equipped: Stats +3 Str +5 Mag dps ---------- Phys.pwr +9 (+2 eff.) Spell.pwr +12 (+5 eff.) Dmg.mod +11% arcane On Hit (Ranged): * 20% chance to reduce strength, dexterity, and constitution by 20 Longbows are used to shoot arrows at your foes. |
![]() 3.0 T3 arrow ammo [Ego++] Master/Psionic Power 36.5 - 51.1 Physical Uses 70% Dex, 50% Mag, 50% Str Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +21 Crit +8.0% Capacity 19 Proj.spd +200% Ranged+ +18 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 137 physical damage Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T4 shot ammo [Unique] Nature Power 39.0 - 46.8 Physical Uses 70% Dex, 50% Mag, 50% Cun Mastery Master Marksman 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. |
![]() 9.0 T3 light armor [Ego++] Arcane/Nature/Master While equipped: Stats +5 Str +8 Dex +4 Mag +5 Wil +3 Cun dps ---------- Mov.spd +20% ----- def ----- Armour +6 Defense +16 (+4 eff.) Fatigue +8% Max.HP +30.00 A suit of armour made of leather. |
![]() 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +4 Cun dps ---------- Acc +5 (+1 eff.) On Melee Ret: * 13% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +7 Defense +7 (+2 eff.) Fatigue +3% Resists +6% blight +15% fire Spell.save +6 (+3 eff.) Max.HP +20.00 Pinning- +20% A cap made of leather. |
![]() 2.0 T5 head armor [Random Unique] Arcane/Master While equipped: Stats +11 Mag +19 Wil dps ---------- Spell.pwr +10 (+4 eff.) Dmg.mod +6% cold Melee Ret 2 temporal ----- def ----- Defense +3 (+1 eff.) Resists +3% cold +9% temporal Phys.save +9 (+3 eff.) A pointy cloth hat, very wizardly... |
![]() 3.0 T1 head armor [Rare] Nature While equipped: Stats +3 Wil +1 Mag dps ---------- Spell.pwr +5 (+2 eff.) S.pwr/crit +6 Res.pen +15% fire ----- def ----- Armour +3 Fatigue +5% Resists +7% cold ---------- misc Vim/s.crit +1.00 Max.mana +20.00 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T2 head armor [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+4 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
![]() 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 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 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. |
![]() 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 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 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 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. |
![]() 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 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 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 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 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. |
![]() 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. |
![]() 2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +1 Infravis +6 Cleanse your mind of up to 4 (based on Magic) detrimental mental effects. Uses 24 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() 1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(71 power, based on Willpower). Uses 6 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 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. |
![]() 2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 6 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 132.81 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 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 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 18 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 122 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 T1 torque charm [Rare] Psionic While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +6% physical ----- def ----- Resists +2% physical Die.at -20.00 life Blast the opponent's mind dealing 121 mind damage and silencing them for 4 turns Puts all charms on 9 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Achievements
By gogo the Skeleton Archer level 21
57th Haze 122nd year of Ascendancy at 23:21 see stats
By gogo the Skeleton Archer level 21
56th Haze 122nd year of Ascendancy at 23:20 see stats
By gogo the Skeleton Archer level 20
56th Haze 122nd year of Ascendancy at 19:51 see stats
By gogo the Skeleton Archer level 10
4th Flare 122nd year of Ascendancy at 01:13 see stats
By gogo the Skeleton Archer level 20
47th Haze 122nd year of Ascendancy at 06:03 see stats
By gogo the Skeleton Archer level 20
56th Haze 122nd year of Ascendancy at 04:41 see stats
By gogo the Skeleton Archer level 15
36th Haze 122nd year of Ascendancy at 19:19 see stats
By gogo the Skeleton Archer level 8
8th Mirth 122nd year of Ascendancy at 08:48 see stats
By gogo the Skeleton Archer level 15
22nd Dusk 122nd year of Ascendancy at 21:08 see stats
By gogo the Skeleton Archer level 21
58th Haze 122nd year of Ascendancy at 13:06 see stats
By gogo the Skeleton Archer level 14
8th Dusk 122nd year of Ascendancy at 12:05 see stats
Log
You gain 19.91 gold from the transmogrification of Shimmerthorn (24-35 power, 2 apr).
You gain 17.98 gold from the transmogrification of Beithel the Rotsear (19-28 power, 2 apr).
You gain 0.50 gold from the transmogrification of ash magestaff (15-18 power, 3 apr, fire element).
You gain 5.91 gold from the transmogrification of magelord's elm starstaff of might (10-12 power, 2 apr, temporal element).
You gain 21.15 gold from the transmogrification of Glorevena the Murkresolve (10-12 power, 2 apr, fire element).
You gain 5.15 gold from the transmogrification of solipsist's steel ring of pilfering.
You gain 1.92 gold from the transmogrification of shielding rune of the duelist (absorb 449; dur 5; cd 16).
You gain 1.37 gold from the transmogrification of shielding rune (absorb 125; dur 4; cd 15).
You gain 2.03 gold from the transmogrification of movement infusion of the duelist (speed 925%; cd 16).
You gain 1.11 gold from the transmogrification of healing infusion of the psychic (heal 82; cd 12).
You gain 0.71 gold from the transmogrification of healing infusion (heal 70; cd 11).
You gain 0.62 gold from the transmogrification of healing infusion (heal 42; cd 13).
There is a way to the old forest here (press '' or right click to use).
Saving game...
Saving done.
Saving game...
Saving done.
Lore found: journal entry (old forest)
Accepted quest 'Sher'Tul Fortress'! (Press 'j' to see the quest log)
Ran for 3 turns (stop reason: dialog is displayed).
Ran for 2 turns (stop reason: didn't move).
Ran for 11 turns (stop reason: didn't move).
Ran for 2 turns (stop reason: didn't move).
Saving game...
Saving done.
Gogo deactivates Concealment.