








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Possessor Bonus Class 1.7.0Donators/Buyers bonus! Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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:
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:
Items Vault 1.7.0Donators/Buyers bonus! Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Ghoul |
| Class | Adventurer |
| Level / Exp | 19 / 90% |
| Size | medium |
| Lifes / Deaths | Killed by Belith the skeleton warrior at level 10 on the 3rd Summertide 122nd year of Ascendancy at 11:42 0 / 6Killed by User the halfling at level 18 on the 71st Dusk 122nd year of Ascendancy at 08:19 Killed by Gledavena the rogue at level 18 on the 75th Dusk 122nd year of Ascendancy at 18:23 Killed by Xebremina the yellow ooze at level 19 on the 1st Haze 122nd year of Ascendancy at 18:14 Killed by Gessra the assassin at level 19 on the 1st Haze 122nd year of Ascendancy at 20:56 Killed by Mayeyann the large brown snake at level 19 on the 2nd Haze 122nd year of Ascendancy at 00:00 |
Primary Stats
| Strength | 29 (base 20) |
| Dexterity | 36 (base 21) |
| Constitution | 28 (base 12) |
| Magic | 39 (base 33) |
| Willpower | 38 (base 23) |
| Cunning | 24 (base 17) |
Resources
| Mana | 302/348 |
| Psi | 104/251 |
| Vim | 162/192 |
| Life | -142/486 |
| Stamina | 210/224 |
| Healing Factor | 1.1456298990388 |
| Regeneration | 0.28640747475971 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 3 |
| See Invisible | 3 |
Offense: Barehand
| Damage | 29 |
| Accuracy | 40 |
| Crit Chance | 10% |
| APR | 4 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 37 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 33 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +15% |
| Nature | +15% |
| Mind | +15% |
| Blight | +8% |
| Arcane | +18% |
| Fire | +5% |
| All | 0% |
Offense: Damage Penetration
| Mind | +5% |
| Light | +5% |
| Nature | +25% |
Defense: Base
| Armour (hardiness) | 26 (87.718496631565%) |
| Defense | 43 |
| Ranged Defense | 43 |
| Fatigue | 0 |
| Physical Save | 31 |
| Spell Save | 29.4 |
| Mental Save | 31 |
Defense: Resistances
| Acid | + 20%( 70%) |
| Blight | + 20%( 70%) |
| Arcane | + 24%( 70%) |
| Mind | + 18%( 70%) |
| All | + 15%( 70%) |
| Darkness | + 18%( 70%) |
| Light | + 18%( 70%) |
| Physical | + 19%( 70%) |
| Fire | + 19%( 70%) |
| Nature | + 52%( 70%) |
Defense: Immunities
| Stun Resistance | 50% |
| Bleed Resistance | 75% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 91% |
| Silence Resistance | 10% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 255 damage for 3 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 19 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 59 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 Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 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 59 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. |
Class Talents
| Technique / Pugilism | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Corruption / Rot | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Tentacles | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Psionic / Solipsism | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Spell / Stone | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Undead / Ghoul | 1.10 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 0/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Ruins of Kor'Pul. Escort: worried loremaster (level 1 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Ruins of Kor'Pul. Escort: worried loremaster (level 2 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | 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 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 |
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 |
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
| Psionic focus | Corpathus (154% power, 12 apr)3.0 T4 longsword 1H weapon Reqs Str 40 [Unique] Master/Unknown Power 155% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +23.0% Atk.spd 100% Melee+ +18 draining blight On Crit: * grows in power On Kill: * grows dramatically in power While equipped: dps ---------- Crit.mult +34.00% Dmg.mod +5% blight ----- def ----- Cut- -25% ---------- misc Max.vim +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
| Light source | Aerowen the brass lantern2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Resists +3% mind Mind.save +18 (+9 eff.) Max.HP +62.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Falegaruidar the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Dex +5 Mag dps ---------- Dmg.mod +6% arcane +3% blight ----- def ----- Armour +1 Fatigue +1% Resists +5% arcane Phys.save +12 (+5 eff.) A cap made of leather. |
| Tool | Emymiwe [power 176] (20 cooldown)2.0 T2 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +9% arcane Res.pen +5% mind ----- def ----- Resists +5% arcane Create a shield absorbing up to 176 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase the duration of 1 beneficial effects by 1. 100% to heal for 32. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Mardineg the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +10 (+5 eff.) Apr +1 ----- def ----- Armour +4 Resists +5% nature +6% blight Die.at -40.00 life Poison- +11% Disease- +10% Rings make your fingers look great! |
| On fingers | rogue's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+2 eff.) Rings make your fingers look great! |
| Around waist | rough leather belt 'Splendourspire'1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Res.pen +5% light +25% nature Melee Ret 2 acid ----- def ----- Resists +6% acid +3% light Max.HP +32.00 A belt that goes around your waist. |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature +11% all Phys.save +10 (+4 eff.) Spell.save +10 (+4 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
| On feet | Beretar the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +7 Dex +1 Cun +6 Lck dps ---------- Spell.pwr +15 (+6 eff.) Dmg.mod +3% arcane ----- def ----- Armour +1 Stealth +6 ---------- misc See.Invis +3 A pair of boots made of leather. |
| On hands | cinder hardened leather gloves of strength (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+3 eff.) Melee+ 7 fire Dmg.mod +5% fire ----- def ----- Armour +2 Resists +5% fire Unarmed combat: Power 127% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 125% On Crit.r2 +9 fire On Hit: 10% Fire Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Cloak | Emedhebeth the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +1 Mag +1 Wil ----- def ----- Defense +1 (+0 eff.) Resists +9% nature +3% darkness Mind.save +3 (+2 eff.) Max.HP +60.00 Silence- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Elenygosahell the steel amulet0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +5 Dex +2 Wil +3 Con ----- def ----- Resists +5% physical Crit.dmg- 10.00% ---------- misc Stam/turn +0.20 Amulets make your neck look great! |
Inventory
Blood of Life0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
regeneration infusion of the warrior (heal 170; 16 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 170 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
ethereal rune (power 9; resist 12%; move 37%; dur 5; cd 21)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 12% all resistance, you move 37% faster, and you are invisible (power 9). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Korymas0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Res.pen +5% mind ----- def ----- Armour +4 Defense +10 (+3 eff.) Resists +3% darkness +11% fire +3% mind +11% cold ---------- misc Max.psi +30.00 Amulets make your neck look great! |
Ziromivor the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Str dps ---------- Res.pen +5% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 22 ----- def ----- Resists +6% mind Amulets make your neck look great! |
copper ring of nature (+20%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% nature ----- def ----- Resists +20% nature Rings make your fingers look great! |
marksman's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+1 eff.) Rings make your fingers look great! |
Daimudochak the Scorpionwrither0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +12% acid Melee Ret 10 nature On Hit (Melee): * 20% chance to slow global speed by 48% * 20% chance to reduce armor by 30% ----- def ----- HP.reg +3.00 Stun/Frz- +22% Rings make your fingers look great! |
ash magestaff of illumination (118% power, 3 apr, arcane element)5.0 T2 staff 2H weapon [Ego] Nature Power 119% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) Dmg.mod +15% arcane ----- def ----- Defense +6 (+2 eff.) ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 84.68 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
iron greatsword (121% power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 122% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
River's Fury (132% power, 8 apr)3.0 T1 trident 2H weapon [Unique] Arcane Power 132% Range: 1.4x Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +8 Crit +5.0% Atk.spd 100% Melee+ +15 cold While equipped: dps ---------- Spell.pwr +10 (+4 eff.) Mov.spd +10% Dmg.mod +10% cold Acc +10 (+3 eff.) ----- def ----- Resists +10% cold On Spell Hit: 20% Glacial Vapour 1 Tidal Wave: Level 1.0 Pwr.cost 80 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 10.16 cold damage and 10.16 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
Isyseba the Brighthash (125% power, 3 apr)3.0 T2 mace 1H weapon [Random Unique] Arcane/Master Power 126% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 64 damage While equipped: Stats +3 Mag +1 Wil dps ---------- Spell.pwr +6 (+3 eff.) Dmg.mod +6% light +6% darkness Melee Ret 2 light Blunt and deadly. |
Aerylaith the Infernopulverizer (115% power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Arcane Power 115% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit.r1 +15 fire While equipped: Stats +1 Cun dps ---------- Mind.pwr +25 (+10 eff.) Dmg.mod +6% arcane +9% mind Res.pen +10% arcane One-handed war axes. |
Boruroddagrim the steel waraxe (112% power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Arcane Power 112% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Phasing +20% Melee+ +8 arcane On Hit.r1 +7 fire While equipped: Stats +5 Cun +3 Dex ---------- misc Mana/turn +0.08 One-handed war axes. |
Falydar the linen robe (0 def, 0 armour)2.0 T1 cloth armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +10% darkness ----- def ----- Resists +3% fire +15% darkness +7% all Cut- +10% Pinning- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Morningrace the woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% light +13% fire Res.pen +10% light +5% nature ----- def ----- Resists +6% nature +19% fire +9% light +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rejuvenating rough leather armour (3 def, 2 armour)9.0 T1 light armor [Ego] Nature While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% HP.reg +2.40 ---------- misc Stam/turn +0.50 A suit of armour made of leather. |
rough leather armour (3 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
Eel-skin armour (16 def, 0 armour)9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+5 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 25 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 41.53 to 124.58 lightning damage (83.05 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
cured leather armour (6 def, 4 armour)9.0 T2 light armor [Normal] While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% A suit of armour made of leather. |
Iron Mail of Bloodletting (2 def, 4 armour)14.0 T2 heavy armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +12% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +3.00 Heal.mod +30% ---------- misc Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
rejuvenating steel plate armour of clarity (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Ego] Nature/Psionic While equipped: ----- def ----- Armour +9 Fatigue +22% Resists +6% mind Mind.save +10 (+5 eff.) HP.reg +2.00 ---------- misc Stam/turn +0.70 A suit of armour made of metal plates. |
rough leather belt of resilience1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Max.HP +33.00 A belt that goes around your waist. |
linen cloak of the Shaloren (1 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane While equipped: Stats +1 Mag +1 Wil ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+3 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Isyldakira the pair of rough leather boots (0 def, 3 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Crit.mult +5.00% ----- def ----- Armour +3 Resists +6% mind +3% acid Phys.save +6 (+2 eff.) Teleport- +20% ---------- misc Infravis +2 A pair of boots made of leather. |
pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Normal] While equipped: ----- def ----- Armour +1 A pair of boots made of leather. |
restful rough leather gloves of magic (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane/Psionic While equipped: Stats +2 Mag dps ---------- Dmg.mod +3% arcane ----- def ----- Armour +1 HP.reg +1.00 ---------- misc Stam/turn +0.50 Max.stam +10.00 Unarmed combat: Power 105% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 125% Melee+ +6 arcane On Crit.r2 +5 arcane On Hit: 10% Nightmare 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Unarmed combat: Power 107% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 125% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
grounding rough leather cap (0 def, 1 armour)2.0 T1 head armor [Ego] Nature While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +5% lightning +5% temporal A cap made of leather. |
grounding rough leather cap (0 def, 1 armour)2.0 T1 head armor [Ego] Nature While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +5% temporal A cap made of leather. |
rough leather cap 'Iceradiance' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +3% cold ----- def ----- Armour +1 Fatigue +1% Resists +6% blight +6% fire +6% cold Crit.dmg- 15.00% A cap made of leather. |
Hettekor the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Str +6 Dex dps ---------- Res.pen +20% blight Phasing +20% ----- def ----- Armour +3 Fatigue +5% Resists +9% light +2% physical Mind.save +3 (+2 eff.) Silence- +20% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 65.2 Physical damage. If the attack hits, the target is confused (36% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Crystal Focus0.0 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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- 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. |
brass lantern 'Starsweeper'2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% light Res.pen +10% light On Hit (Melee): * 20% chance to slow global speed by 48% ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Light +3 See.Stealth +6 See.Invis +5 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. |
Wintertide Phial2.0 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 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
Transmogrification Chest2.0 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. |
Rod of Recall (1/1)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. |
Yvisema [power 105] (15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Phys.crit +1.0% ----- def ----- Resists +6% light Max.HP +20.00 Disease- +10% Project a gust of wind in a cone knocking enemies back 7 spaces and dealing 105 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
evasive elm totem of summon tentacle [power 95] (25 cooldown)2.0 T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 190 Base Damage: 103 Armor: 0 All Resist: 0 Puts all charms on 25 cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Adolevea the elm wand of shielding [power 110] (20 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: Stats +3 Con dps ---------- Acc +15 (+5 eff.) ----- def ----- Die.at -40.00 life Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Ivonne [power 128] (20 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: Stats +2 Dex +1 Cun +2 Con dps ---------- Melee Ret 6 mind ----- def ----- Resists +9% acid ---------- misc See.Invis +9 Create a shield absorbing up to 128 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By erkunder the Ghoul Adventurer level 10
2nd Summertide 122nd year of Ascendancy at 07:53 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By erkunder the Ghoul Adventurer level 10
3rd Summertide 122nd year of Ascendancy at 11:41 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By erkunder the Ghoul Adventurer level 14
8th Dusk 122nd year of Ascendancy at 11:07 see stats
Log
erkunder receives 1 healing (0 psi heal) from Temporal Restoration Field.
Erkunder resists the vile poison!
Something misses erkunder.
erkunder converts some damage to Psi!
Something hits erkunder for (9 flat reduction), 3 to psi, 10 physical (13 total damage).
Erkunder casts Rune: Shielding.
A shield forms around erkunder.
Talent Double Strike is ready to use.
erkunder hits Thief for 22 physical, 7 fire, 67 darkness (96 total damage).
erkunder receives 1 healing (0 psi heal) from Temporal Restoration Field.
erkunder killed Thief!
You pickup 0.75 gold pieces.
You pickup 0.70 gold pieces.
Talent Retch is ready to use.
erkunder receives 1 healing (0 psi heal) from Temporal Restoration Field.
erkunder receives 1 healing (0 psi heal) from Temporal Restoration Field.
Resting starts...
The shield around erkunder crumbles.
The fabric of time around erkunder returns to normal.
Talent Rune: Shatter Afflictions is ready to use.
Rested for 5 turns (stop reason: detrimental status effect).
Erkunder's mind has been invaded!
Today is the 2nd Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 46.
erkunder converts some damage to Psi!
Something hits erkunder for (9 flat reduction), 33 to psi, 116 mind (149 total damage).
erkunder the level 19 ghoul adventurer was mindraped to death by Mayeyann the large brown snake on level 3 of The Maze.

















































































