












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.6.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Online Indicator 1.1.0An experimental addon that adds an icon to the toolbar showing your connection status. Currently tracks three states:
Inventory Keys 1.5.0Some improvements to key handling in the inventory dialog and related dialogs used by the 'd'rop command and various item-using talents:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. ¹ Disclaimer: This functionality is actually already present in the main module, if the right subsection of the dialog is focused; we merely arrange for said subsection to have focus when the dialog is initially created and displayed, so that letter selection works without further user action. Possessor Bonus Class 1.6.6Donators/Buyers bonus! ZOmnibus Addon Pack 1.6.0Combines 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: Better Item Description 1.6.6This 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 1.6.5Quality 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. Enhanced Object Compare 1.6.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Halfling |
Class | Skirmisher |
Level / Exp | 27 / 72% |
Size | small |
Lifes / Deaths | Killed by worm that walks at level 19 on the 72nd Haze 122nd year of Ascendancy at 14:01 0 / 7Killed by ultimate telugoroth at level 19 on the 79th Haze 122nd year of Ascendancy at 03:03 Killed by worm that walks at level 23 on the 17th Regrowth 123rd year of Ascendancy at 10:38 Killed by Urkis, the High Tempest at level 23 on the 22nd Regrowth 123rd year of Ascendancy at 09:46 Killed by Urkis, the High Tempest at level 23 on the 22nd Regrowth 123rd year of Ascendancy at 11:07 Killed by ogre rune-spinner at level 25 on the 38th Regrowth 123rd year of Ascendancy at 09:11 Killed by Sleeping Velymina at level 27 on the 2nd Pyre 123rd year of Ascendancy at 00:34 |
Primary Stats
Strength | 21 (base 13) |
Dexterity | 84 (base 58) |
Constitution | 24 (base 17) |
Magic | 16 (base 10) |
Willpower | 27 (base 11) |
Cunning | 75 (base 44) |
Resources
Life | -197/636 |
Stamina | 99/224 |
Healing Factor | 1.1082474226804 |
Regeneration | 28.932555221951 |
Speed
Mental | +12.093023255814% |
Attack | 0% |
Movement | -20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 5 |
See Stealth | 44.429186789964 |
See Invisible | 44.429186789964 |
Offense: Mainhand
Damage | 114 |
Accuracy | 60 |
Crit Chance | 36% |
APR | 18 |
Speed | 0.62 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 22 |
Crit Chance | 26% |
Speed | 1 |
Offense: Mind
Mindpower | 48 |
Crit Chance | 22% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +12% |
Physical | +21% |
Cold | +15% |
Blight | +27% |
Arcane | +9% |
Mind | +22% |
All | 0% |
Offense: Damage Penetration
Lightning | +25% |
Temporal | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 51.795620437956 (62.237372767428%) |
Defense | 84 |
Ranged Defense | 84 |
Fatigue | 4.669446550417 |
Physical Save | 29 |
Spell Save | 26 |
Mental Save | 39 |
Defense: Resistances
Physical | + 9%( 70%) |
Darkness | + 25%( 70%) |
Nature | + 19%( 70%) |
Temporal | + 19%( 70%) |
Mind | + 16%( 70%) |
Arcane | + 5%( 70%) |
Cold | + 44%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Pinning Resistance | 23% |
Bleed Resistance | 20% |
Confusion Resistance | 24% |
Disarm Resistance | 26% |
Instadeath Resistance | 100% |
Knockback Resistance | 25% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 438 damage for 5 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to 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. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 385 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
Cunning / Poisons | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Tireless Combatant | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Skirmisher - Slings | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Cunning / Called Shots | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Buckler Training | 1.30 |
| 3/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Cunning / Scoundrel | 1.30 |
| 2/5 |
| 3/5 |
| 4/5 |
| 3/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Counter Shot |
talent | Trained Reactions |
talent | Apply Poison |
talent | Bombardment |
talent | Numbing Poison |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | The target is stunned, reducing damage by 50%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents cooldown twice as slow. Stunned |
beneficial effect | The target has 19 increased life regeneration. Recovery |
beneficial effect | The target has 50% chance to evade melee and ranged attacks and gains 48 defense. Evasion |
beneficial effect | Increases physical power, physical save, spellpower, spell save, mindpower, and mental save by 8. Militant Mind |
beneficial effect | Increases attack speed by 12%. Swift Shot |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 4 of Dreadfell. Escort: injured seer (level 4 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)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 Shardskin. * 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 have explored the ruins of Kor'Pul and vanquished the Possessed. | 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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 118. | 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 named Urkis. The mages of Angolwen are ready to teleport you there. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed orc heart. * You've found the needed pouch of luminous horror dust. | 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 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 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Quiver | ![]() 3.0 T4 shot ammo [Ego++] Master/Psionic Power 52.0 - 62.4 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +5 Crit +14.5% Capacity 19 On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On Crit: * Wound the target dealing 158 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Light source | ![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +6% mind ----- def ----- Armour +4 Resists +3% nature Phys.save +3 (+2 eff.) Mind.save +3 (+1 eff.) HP.reg +4.00 Cut- +20% ---------- 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 | ![]() 2.0 T3 head armor [Rare] Psionic While equipped: dps ---------- Spell.crit +1% Crit.mult +15.00% Dmg.mod +16% mind Res.pen +15% temporal Melee Ret 6 arcane ----- def ----- Defense +7 (+1 eff.) Resists +16% mind +2% physical Phys.save +12 (+6 eff.) A pointy cloth hat, very wizardly... |
On hands | ![]() 1.0 T2 hands armor [Rare] Psionic While equipped: Stats +4 Str dps ---------- Apr +4 ----- def ----- Armour +2 Defense +5 (+1 eff.) Resists +6% nature HP.reg +1.00 ---------- misc Stam/turn +0.80 Max.stam +13.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On fingers | ![]() 0.1 T1 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +6 Cun +3 Con dps ---------- Dmg.mod +3% blight Melee Ret 6 darkness 2 blight ----- def ----- Defense +6 (+1 eff.) Resists +9% darkness Mind.save +6 (+2 eff.) Max.HP +24.00 Disarm- +26% Confus- +24% Pinning- +23% Knockbk- +25% Rings can have magical properties. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +4 Cun dps ---------- Acc +8 (+2 eff.) Apr +9 ----- def ----- Defense +17 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.6 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 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 146% 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. Rings can have magical properties. |
Around neck | ![]() 0.1 T3 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +5 Dex +3 Mag +5 Cun +3 Con dps ---------- Spell.crit +3% Crit.mult +5.00% S.pwr/crit +3 Mov.spd +10% Dmg.mod +3% arcane +9% blight Phasing +30% ----- def ----- Fatigue -7% Resists +7% physical HP.reg +2.00 ---------- misc Stam/turn +1.10 Mana/turn +0.23 Max.mana +20.00 Amulets can have magical properties. |
In main hand | ![]() 4.0 T3 sling 1H weapon [Unique] Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 143% Range +10 While equipped: Stats +3 Cun +4 Dex dps ---------- Dmg.mod +15% physical ---------- misc Cooldown Swift Shot -1 Hurricane Shot -2 When dropping below 30% max HP, you gain 20% attack speed, lose 100% fatigue, and your shots don't consume ammo for 5 turns. 30 turns cd. A sling with an inscription on its handle: 'May the wielder be granted cunning in his fight against the darkness'. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% lightning +6% arcane Res.pen +25% lightning ----- def ----- Fatigue -5% Resists +5% arcane ---------- misc Max.enc +25 A belt that goes around your waist. |
In off hand | ![]() 7.0 T4 shield armor [Ego] Master When used to Attack: Power 50.0 - 60.0 Physical Uses 100% Str Acc+ +2.5% proc dam (max 250%) Crit +4.5% Block +190 While equipped: ----- def ----- Armour +13 Fatigue +8% Resists +24% cold ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Arcane While equipped: dps ---------- Mind.pwr +30 (+10 eff.) Dmg.mod +15% blight +6% physical Melee Ret 2 physical ----- def ----- Defense +2 (+0 eff.) Spell.save +9 (+4 eff.) Mind.save +5 (+2 eff.) ---------- misc Stam/turn +3.00 Max.stam +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 T4 light armor [Ego++] Arcane/Master While equipped: Stats +6 Cun +6 Dex dps ---------- Melee+ 8 darkness Ranged+ 6 darkness ----- def ----- Armour +15 Defense +18 (+3 eff.) Fatigue +8% Resists +16% darkness +19% temporal Def/telep +24 Res/telep +22% Dur/telep +14% Blink to a nearby random location (rad 13) Puts all charms on 25 cooldown A suit of armour made of leather. |
Inventory
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 109.65 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T3 ring jewelry [Normal] Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Ego+] Nature/Master While equipped: Stats +4 Con dps ---------- Acc +13 (+4 eff.) Apr +9 ----- def ----- Defense +11 (+2 eff.) Phys.save +8 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 2.6 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 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 146% 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. Rings can have magical properties. |
![]() 5.0 T3 staff 2H weapon Reqs Mag 24 [Ego++] Arcane/Nature Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Spell.crit +3% Spell.pwr +24 (+12 eff.) Dmg.mod +20% cold ----- def ----- HP.reg +0.80 Heal.mod +16% ---------- misc Mana/turn +0.10 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 12.0 T3 greatsword 2H weapon [Unique] Psionic Power 49.0 - 78.4 Physical Uses 129% Str Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +9.0% Atk.spd 100% Melee+ +49 light +49 darkness On Hit: * 9% chance to stun or confuse the target The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
![]() 3.0 T3 mace 1H weapon Reqs Str 24 [Ego] Arcane Power 27.5 - 38.5 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +11 blight On Hit: * 10% chance to reduce strength, dexterity, and constitution by 13 On Crit: * Splash the target with acid dealing 56 damage over 5 turns and reducing armor and accuracy by 7 Blunt and deadly. |
![]() 3.0 T3 waraxe 1H weapon Reqs Str 24 [Normal] Power 19.5 - 27.3 Physical Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon Reqs Str 24 [Normal] Power 18.5 - 25.9 Physical Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego+] Arcane Power 18.0 - 25.2 Physical Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit: 20% Curse of Death 3 One-handed war axes. |
![]() 1.0 T3 dagger 1H weapon [Unique] Nature Power 15.0 - 19.5 Physical Uses 100% Dex Acc+ +0.3% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
![]() 1.0 T3 dagger 1H weapon [Normal] Power 17.0 - 22.1 Physical Uses 45% Str, 45% Dex Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon [Ego+] Nature Power 26.0 - 33.8 Physical Uses 45% Str, 45% Dex Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: Stats +9 Con +8 Wil ----- def ----- Max.HP +26.00 Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon [Ego+] Arcane/Master Power 28.5 - 37.1 Physical Uses 45% Str, 45% Dex Acc+ +0.3% crit chance (max 25%) Apr +20 Crit +8.0% Atk.spd 100% Phasing +14% While equipped: dps ---------- Res.pen +8% physical Acc +16 (+4 eff.) Apr +8 Sharp, short and deadly. |
![]() 3.0 T3 mindstar 1H weapon [Rare] Nature/Psionic Power 9.0 - 9.9 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% On Crit.r2 +16 fire While equipped: Stats +2 Str +5 Dex +3 Con dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Melee+ 9 mind 8 darkness Dmg.mod +5% mind +7% darkness On Hit (Melee): * 20% chance to reduce all saves and defense by 30 ----- def ----- Resists +15% fire ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T3 mindstar 1H weapon [Ego] Nature Power 8.5 - 9.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) ----- def ----- Phys.save +6 (+3 eff.) Spell.save +2 (+1 eff.) Mind.save +4 (+1 eff.) ---------- misc Equi/ret +1.40 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 T3 sling 1H weapon [Ego+] Arcane/Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 On Hit: 10% Shoot 1 While equipped: dps ---------- Phys.crit +4.0% Acc +7 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 T2 arrow ammo [Unique] Nature Power 18.0 - 25.2 Physical Uses 50% Str, 70% Dex Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
![]() 7.0 T3 shield armor [Ego] Nature/Master When used to Attack: Power 29.0 - 34.8 Physical Uses 100% Str Acc+ +2.5% proc dam (max 250%) Crit +3.5% Block +78 On Hit.r1 +13 fire While equipped: dps ---------- Melee+ 6 fire Melee Ret 7 fire ----- def ----- Armour +6 Fatigue +8% Resists +19% fire ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 9.0 T3 light armor [Ego+] Master/Psionic While equipped: Stats +5 Str +5 Dex ----- def ----- Armour +6 Defense +13 (+2 eff.) Fatigue +8% Resists +7% mind Phys.save +10 (+5 eff.) Mind.save +10 (+3 eff.) A suit of armour made of leather. |
![]() 3.0 T3 feet armor [Ego] Nature While equipped: ----- def ----- Armour +4 Fatigue +3% Resists +9% lightning +8% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +8 Fatigue +3% ---------- misc Stam/turn +0.90 Max.stam +21.00 Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 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 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 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 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature 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 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature 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. |
![]() 3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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 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 T3 wand charm [Rare] Arcane While equipped: Stats +4 Wil ----- def ----- Resists +6% blight +12% temporal +12% darkness Phys.save +12 (+6 eff.) Die.at -60.00 life Fire a magical bolt dealing 96 lightning damage Puts all charms on 15 cooldown 100% to heal for 78. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By gonna die w/e the Halfling Skirmisher level 23
18th Regrowth 123rd year of Ascendancy at 05:38 see stats
By gonna die w/e the Halfling Skirmisher level 14
36th Haze 122nd year of Ascendancy at 05:46 see stats
By gonna die w/e the Halfling Skirmisher level 7
77th Dusk 122nd year of Ascendancy at 20:46 see stats
By gonna die w/e the Halfling Skirmisher level 19
72nd Haze 122nd year of Ascendancy at 04:26 see stats
By gonna die w/e the Halfling Skirmisher level 23
18th Regrowth 123rd year of Ascendancy at 06:09 see stats
By gonna die w/e the Halfling Skirmisher level 10
18th Haze 122nd year of Ascendancy at 10:16 see stats
By gonna die w/e the Halfling Skirmisher level 20
80th Haze 122nd year of Ascendancy at 00:17 see stats
By gonna die w/e the Halfling Skirmisher level 22
5th Regrowth 123rd year of Ascendancy at 06:26 see stats
By gonna die w/e the Halfling Skirmisher level 25
38th Regrowth 123rd year of Ascendancy at 11:07 see stats
By gonna die w/e the Halfling Skirmisher level 18
64th Haze 122nd year of Ascendancy at 12:30 see stats
By gonna die w/e the Halfling Skirmisher level 23
18th Regrowth 123rd year of Ascendancy at 05:38 see stats
By gonna die w/e the Halfling Skirmisher level 21
10th Allure 123rd year of Ascendancy at 10:54 see stats
By gonna die w/e the Halfling Skirmisher level 17
55th Haze 122nd year of Ascendancy at 19:52 see stats
By gonna die w/e the Halfling Skirmisher level 21
9th Allure 123rd year of Ascendancy at 19:59 see stats
By gonna die w/e the Halfling Skirmisher level 15
46th Haze 122nd year of Ascendancy at 20:19 see stats
Log
gonna die w/e repels an attack from Dozing Xerunor.
Dozing Xerunor performs a melee critical strike against gonna die w/e!
Gonna die w/e is recovering from the damage!
Gonna die w/e is stunned!
Dozing Xerunor is pinned to the ground.
Dozing Xerunor's Ice Claw is disrupted by his wounds!
Melee retaliation hits Dozing Xerunor for 2 physical, 5 darkness, 2 blight, 6 arcane (15 total damage).
Gonna die w/e's Counter Shot hits Dozing Xerunor for 10 physical, 2 darkness (12 total damage).
Dozing Xerunor hits gonna die w/e for 85 physical, 14 fire (99 total damage).
Dozing Bethudama breathes lightning!
gonna die w/e reacts to damage from Dozing Bethudama, mitigating the blow!.
Dozing Xerunor resists the stun!
Sleeping Velymina resists the stun!
Dozing Bethudama hits Sleeping Velymina for 84 lightning damage.
Dozing Bethudama hits gonna die w/e for (95 reacted , -5 stam), 201 lightning (201 total damage).
Dozing Bethudama hits Dozing Xerunor for 77 lightning damage.
Sleeping Velymina breathes lightning!
gonna die w/e reacts to damage from Sleeping Velymina, mitigating the blow!.
Dozing Xerunor resists the stun!
Sleeping Velymina hits gonna die w/e for (142 reacted , -5 stam), 288 lightning (288 total damage).
Sleeping Velymina hits Dozing Xerunor for 136 lightning damage.
gonna die w/e the level 27 halfling skirmisher was bolted to death by Sleeping Velymina on level 5 of Dreadfell.
Gonna die w/e deactivates Numbing Poison.
Gonna die w/e deactivates Trained Reactions.
Gonna die w/e deactivates Apply Poison.
Gonna die w/e has finished recovering.
Gonna die w/e deactivates Bombardment.
Gonna die w/e deactivates Counter Shot.
Gonna die w/e is not stunned anymore.
Gonna die w/e is no longer evading attacks.