










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! Enemy Warnings 1.7.2Minmay's Enemy Warnings addon, designed to alert the player about certain dangers without information leaks. nefigah says: "Minmay wrote all the underlying code but no UI; I'm working on adding some UI bit by bit. The initial release will simply allow configuring a number of infamous talents to warn about. Other configuration, such as dangerous weapon egos, will come in a future release. Minmay's code is pretty well tested, so any bugs are likely my fault." Changelog1.0.0: Weight: 124578 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
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 Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Nexus improved tooltips 1.7.4Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Archer |
| Level / Exp | 15 / 61% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 5 / 0 |
Primary Stats
| Strength | 45 (base 31) |
| Dexterity | 56 (base 41) |
| Constitution | 18 (base 10) |
| Magic | 14 (base 10) |
| Willpower | 15 (base 10) |
| Cunning | 18 (base 12) |
Resources
| Life | 544/544 |
| Stamina | 164/164 |
| Healing Factor | 1.3411363549267 |
| Regeneration | 5.6998295084385 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 3 |
| Infravision | 7 |
| See Stealth | 27.155423598945 |
| See Invisible | 25.155423598945 |
Offense: Mainhand
| Damage | 79 |
| Accuracy | 54 |
| Crit Chance | 18% |
| APR | 5 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 18 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 17 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +9% |
| Blight | +3% |
| Arcane | +3% |
| Cold | +5% |
| All | 0% |
Offense: Damage Penetration
| Blight | +20% |
| Acid | +5% |
| Mind | +20% |
| Arcane | +5% |
Defense: Base
| Armour (hardiness) | 11 (38.594633868923%) |
| Defense | 46 |
| Ranged Defense | 46 |
| Fatigue | 0 |
| Physical Save | 30 |
| Spell Save | 16 |
| Mental Save | 16 |
Defense: Resistances
| Lightning | + 17%( 70%) |
| Acid | + 3%( 70%) |
| Nature | + 6%( 70%) |
| Temporal | + 3%( 70%) |
| Cold | + 7%( 70%) |
| Arcane | + 5%( 70%) |
| Fire | + 6%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 22% |
| Confusion Resistance | 20% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 22% |
| Silence Resistance | 20% |
| Bleed Resistance | 100% |
| Teleport Resistance | 10% |
| Pinning Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
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: 18 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 50 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. |
| 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 | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Undead / Skeleton | 1.10 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Concealment |
| talent | Trained Reactions |
| beneficial effect | The target is concealed, increasing sight and attack range by 1 and chance to avoid damage by 21%. Concealment |
Quests
You successfully escorted the lost tinker to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost tinker (level 2 of Ruins of Kor'Pul)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | 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 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 | Polutta (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Spell.pwr +4 (+3 eff.) ----- def ----- Armour +3 Fatigue +2% Resists +6% nature Spell.save +6 (+5 eff.) Die.at -20.00 life Max.HP +20.00 Heal.mod +5% Pinning- +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Veladakira the Boltransom (18/18, 124% power, 5 apr)3.0 T1 arrow ammo [Rare] Master Power 124% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 18 Ranged+ +4 lightning +8 cold On Hit.r1 +12 blight +4 cold +4 lightning On Crit.r2 +8 lightning +4 cold Arrows are used with bows to pierce your foes to death. |
| Light source | Galidekhad the brass lantern2.0 T1 lite [Rare] Nature While equipped: Stats +3 Str dps ---------- Phys.crit +1.0% On Hit (Melee): * 20% chance to slow global speed by 37% ----- def ----- Resists +3% acid +3% lightning Phys.save +6 (+3 eff.) Heal.mod +11% ---------- 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 | Dazzlepiety the linen wizard hat (11 def, 0 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Wil dps ---------- Dmg.mod +3% light Res.pen +20% blight ----- def ----- Defense +11 (+4 eff.) Resists +3% lightning Phys.save +6 (+3 eff.) Max.HP +60.00 Teleport- +10% A pointy cloth hat, very wizardly... |
| Tool | It Which Writhes =3con3mag=0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 9 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
| On fingers | Eilinotha the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Cun dps ---------- Phys.crit +1.0% Acc +15 (+5 eff.) ----- def ----- Defense +6 (+2 eff.) ---------- misc Stam/turn +1.00 Infravis +2 Rings make your fingers look great! |
| On fingers | steel ring 'Yvemita'0.1 T2 ring jewelry [Random Unique] Arcane/Psionic While equipped: dps ---------- Dmg.mod +3% arcane +3% blight Res.pen +5% arcane On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 11 ----- def ----- Resists +5% arcane Mind.save +5 (+4 eff.) Blind- +22% Silence- +20% Confus- +20% ---------- misc Mana/turn +0.14 Infravis +4 See.Stealth +7 See.Invis +5 Rings make your fingers look great! |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | Torelar the ash longbow =3con=4.0 T2 longbow 2H weapon [Random Unique] Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 Proj.spd +200% While equipped: Stats +2 Dex +3 Cun +3 Con dps ---------- Phys.crit +9.0% Phys.spd +10% Acc +9 (+3 eff.) ----- def ----- Resists +3% temporal +6% fire Longbows are used to shoot arrows at your foes. |
| On hands | Eariroddahell (0 def, 2 armour) =2con=1.0 T2 hands armor [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Str +2 Dex +2 Con dps ---------- Mind.crit +3% Melee+ 6 cold Dmg.mod +5% cold Acc +10 (+4 eff.) ----- def ----- Armour +2 Resists +7% cold HP.reg +1.00 ---------- misc Stam/turn +0.70 Psi/ret +0.04 Max.stam +10.00 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. |
| Main armor | rough leather armour 'Sunschism' (3 def, 2 armour)9.0 T1 light armor [Rare] Nature While equipped: Stats +1 Dex +1 Mag dps ---------- Dmg.mod +6% light Res.pen +20% mind ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Max.HP +30.00 HP.reg +3.00 Heal.mod +11% A suit of armour made of leather. |
| Cloak | linen cloak 'Ulfomas' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Wil dps ---------- Phys.crit +4.0% Res.pen +5% acid ----- def ----- Defense +1 (+0 eff.) Phys.save +6 (+3 eff.) Die.at -40.00 life Max.HP +31.00 ---------- misc 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. |
| Around neck | grounding steel amulet of willpower (+4)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Wil ----- def ----- Resists +11% lightning Stun/Frz- +22% Amulets make your neck look great! |
Inventory
healing infusion of the duelist (heal 159; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 159 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
acid wave rune of the duelist (damage 153; dur 4; cd 23)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 153.20 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. 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. |
blink rune of the wizard (range 4; phase 16; cd 12)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 12 Travel.spd 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 16%, your defense is increased by 16 and all your resistances by 16%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+7 eff.) Spell.save +15 (+9 eff.) Mind.save -7 (-7 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
titan's copper ring of blight (+11%) =3con=0.1 T1 ring jewelry [Ego] Arcane/Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +11% blight ----- def ----- Resists +11% blight Phys.save +6 (+3 eff.) Rings make your fingers look great! |
iron greatmaul (118% power, 1 apr)5.0 T1 greatmaul 2H weapon [Normal] Power 119% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Massive two-handed mauls. |
iron mace of vileness (107% power, 2 apr)3.0 T1 mace 1H weapon [Ego] Arcane Power 107% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Melee+ +6 blight On Hit: * 5% chance to reduce strength, dexterity, and constitution by 11 Blunt and deadly. |
gifted mossy mindstar (72% power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Ego] Nature Power 72% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +4 (+3 eff.) ---------- 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. |
horrifying mossy mindstar of life (72% power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Ego] Nature/Psionic Power 72% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+2 eff.) Melee+ 3 mind 3 darkness Dmg.mod +3% mind +3% darkness ----- def ----- Max.HP +10.00 HP.reg +0.50 ---------- 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. |
mossy mindstar 'Urthidas' (72% power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Rare] Nature/Psionic Power 72% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: Stats +1 Cun dps ---------- Mind.crit +3% Mind.pwr +17 (+10 eff.) Melee+ 4 mind 5 darkness Dmg.mod +3% mind +3% darkness ----- def ----- Resists +3% mind Mind.save +9 (+6 eff.) ---------- 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. |
mossy mindstar of balance (72% power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Ego] Nature Power 72% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+2 eff.) ----- def ----- Phys.save +3 (+1 eff.) Spell.save +3 (+3 eff.) Mind.save +2 (+2 eff.) ---------- misc Equi/ret +0.70 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. |
vined mindstar of resolve (83% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Ego] Nature/Psionic Power 84% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Wil dps ---------- Mind.crit +2% Mind.pwr +4 (+3 eff.) ----- def ----- Spell.save +3 (+3 eff.) ---------- 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. |
Oozeoracle (111% power, 3 apr, light element)5.0 T2 staff 2H weapon Reqs Mag 16 [Random Unique] Arcane Power 111% 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 +5% Spell.pwr +12 (+7 eff.) S.pwr/crit +6 Dmg.mod +15% light +6% nature ----- def ----- Resists +6% nature +8% light Phys.save +6 (+3 eff.) Spell.save +5 (+4 eff.) Mind.save +6 (+5 eff.) ---------- misc Infravis +1 Talents +1 Command Staff Conjure elemental energy in a radius 4 cone, dealing 15.96 to 19.16 light damage Puts all charms on 7 cooldown Staves designed for wielders of magic, by the greats of the art. |
mage-hunter's iron steamgun of dampening4.0 T1 steamgun 1H weapon Reqs Steam Pool [Ego+] Disrupt/Steamtech Acc+ +0.2% base dam (max 20%) Apr +3 Atk.spd 100% Range +6 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +1 Cun +1 Wil dps ---------- Mind.pwr +7 (+5 eff.) On Hit (Ranged): * 6 arcane resource burn ----- def ----- Resists +8% acid +8% lightning +8% cold +8% fire +2% all Spell.save +6 (+5 eff.) ---------- misc Masteries +0.10 Wild-gift/Antimagic Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
iron waraxe 'Skywind' (118% power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Master Power 119% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% On Hit.r1 +4 lightning While equipped: Stats +1 Str +2 Dex dps ---------- Dmg.mod +9% acid ----- def ----- Resists +6% lightning ---------- misc Infravis +2 One-handed war axes. |
Stormlash (115% power, 7 apr)3.0 T1 whip 1H weapon [Unique] Arcane Power 115% Range: 1.1x Uses 100% Dex Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +5.0% Atk.spd 125% Dmg.conv 50% dazing lightning On Crit: * Focus the lightning forces on an enemy While equipped: dps ---------- Dmg.mod +10% lightning Acc +7 (+3 eff.) Strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 15.22 to 45.67 lightning damage (based on Magic and Dexterity). Uses 9 power out of 10/10 This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
Hailspike the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Res.pen +10% cold ----- def ----- Defense +5 (+2 eff.) Resists +3% light +3% fire HP.reg +0.80 Heal.mod +10% Disease- +20% A belt that goes around your waist. |
insulating rough leather belt of carrying1.0 T1 belt armor [Ego] Arcane/Master While equipped: ----- def ----- Fatigue -5% Resists +6% fire +6% cold ---------- misc Max.enc +24 A belt that goes around your waist. |
Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+3 eff.) Mind.pwr +5 (+4 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Firemire (12 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun dps ---------- Mind.crit +1% Crit.mult +10.00% Dmg.mod +9% mind Res.pen +10% fire ----- def ----- Defense +12 (+4 eff.) Phys.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Airthorn the linen robe (0 def, 0 armour)2.0 T1 cloth armor [Rare] Nature While equipped: dps ---------- Mind.crit +1% Dmg.mod +11% fire ----- def ----- Resists +3% acid +3% lightning +5% arcane +16% fire +6% nature +7% all Spell.save +12 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe of lightning (+21%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+3 eff.) Dmg.mod +14% lightning ----- def ----- Resists +21% lightning +9% all Mind.save +17 (+10 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Amimas the pair of rough leather boots (0 def, 1 armour) =2con=2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Str +4 Wil +2 Con dps ---------- Spell.pwr +10 (+6 eff.) S.pwr/crit +2 Res.pen +5% arcane ----- def ----- Armour +1 Def/telep +5 Res/telep +5% Dur/telep +5% Rush: Puts all charms on 22 cooldown Level 3.0 Pwr.cost 22 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Beredor the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Psionic While equipped: Stats +3 Str +3 Wil +3 Cun ----- def ----- Armour +1 Crit.dmg- 15.00% Phys.save +6 (+3 eff.) Spell.save +6 (+5 eff.) Mind.save +6 (+5 eff.) ---------- misc Light +3 See.Invis +9 A pair of boots made of leather. |
grounding pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Ego] Nature While equipped: ----- def ----- Armour +1 Resists +7% lightning +5% temporal A pair of boots made of leather. |
pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Toregolach' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +11% temporal +6% mind +1% physical Stun/Frz- +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Xylaith' (0 def, 3 armour) =4mag=3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +4 Mag +2 Wil +2 Cun dps ---------- Spell.crit +1% Crit.mult +5.00% Res.pen +5% blight ----- def ----- Armour +3 Fatigue +2% ---------- misc Mana/s.crit +2.00 Blink to a nearby random location (rad 7) Puts all charms on 22 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Glatta the Prismmortal (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 7 fire Dmg.mod +6% light +4% fire +3% nature +6% mind Melee Ret 6 mind 10 light ----- def ----- Armour +1 Fatigue +1% Resists +6% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Murkschism (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +9% physical Res.pen +5% darkness Acc +11 (+4 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +3% darkness Phys.save +3 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets of magic (+2) (0 def, 1 armour) =2mag=1.5 T1 hands armor Reqs Heavy armour training [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +3% arcane ----- def ----- Armour +1 Fatigue +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Dawnsmash (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +1 Dex +1 Wil dps ---------- Mind.crit +4% Mind.pwr +10 (+6 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +6% fire +3% light +5% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Frostbolt (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +4 Cun +1 Wil dps ---------- Mind.crit +1% Dmg.mod +9% cold ----- def ----- Defense +1 (+0 eff.) Resists +5% lightning +6% temporal ---------- misc Max.psi +30.00 A pointy cloth hat, very wizardly... |
Salema the Blackresolve (0 def, 1 armour) =3con=2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Phys.pwr +3 (+1 eff.) Dmg.mod +9% mind +9% darkness Res.pen +5% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 10% ----- def ----- Armour +1 Fatigue +1% Resists +3% mind A cap made of leather. |
grounding iron helm of strength (+2) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +2 Str ----- def ----- Armour +3 Fatigue +5% Resists +5% lightning +5% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Normal] While equipped: ----- def ----- Defense +1 (+0 eff.) A pointy cloth hat, very wizardly... |
spellwoven linen wizard hat of light (+16%) (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane While equipped: dps ---------- Spell.crit +2% Spell.pwr +3 (+2 eff.) Dmg.mod +11% light ----- def ----- Defense +1 (+0 eff.) Resists +16% light ---------- misc Mana/turn +0.10 A pointy cloth hat, very wizardly... |
cured leather armour of resilience (6 def, 4 armour)9.0 T2 light armor [Ego] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Max.HP +20.00 A suit of armour made of leather. |
rough leather armour of acid resistance (3 def, 2 armour)9.0 T1 light armor [Ego] Master While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +15% acid A suit of armour made of leather. |
5 agate0.0 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. |
45 alchemist agate0.0 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. |
opal0.0 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. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Balyndur the Darkdream (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Cun +1 Str dps ---------- Res.pen +5% lightning +5% darkness Acc +4 (+2 eff.) Melee Ret 6 nature ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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 'Brandmire'2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Mind.crit +5% Dmg.mod +12% fire Melee Ret 4 mind 6 cold ----- def ----- Mind.save +6 (+5 eff.) ---------- misc Light +3 See.Stealth +6 See.Invis +7 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 'Delirach' =3mag=2.0 T1 lite [Rare] Arcane While equipped: Stats +3 Str +3 Mag dps ---------- Melee Ret 13 fire ----- def ----- Resists +3% acid +5% fire +3% mind +1% physical ---------- 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. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 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. |
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. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
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. |
thought-forged pouch of iron shots of grasping (18/20, 108% power, 1 apr)3.0 T1 shot ammo [Ego+] Nature/Psionic Power 108% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 20 Rld cld 6 Ranged+ +5 mind On Hit: * 11% chance to reduce all saves and defense by 12 * 20% chance to create vines that bind the target to the ground dealing 50 nature damage and pinning them for 3 turns Shots are used with slings to pummel your foes to death. |
amethyst0.0 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. |
7 ametrine0.0 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. |
3 citrine0.0 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. |
4 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By doot the Skeleton Archer level 10
7th Flare 122nd year of Ascendancy at 03:57 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By doot the Skeleton Archer level 9
6th Flare 122nd year of Ascendancy at 13:21 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By doot the Skeleton Archer level 15
7th Dusk 122nd year of Ascendancy at 07:40 see stats
Log
Talent Bone Armour is ready to use.
Talent Escape is ready to use.
Rested for 15 turns (stop reason: all resources and life at maximum).
Doot picks up (a.): healing infusion of the duelist (heal 159; cd 15).
You pickup 1.00 gold pieces.
Doot picks up (k.): Stormlash (115% power, 7 apr).
Doot picks up (j.): Oozeoracle (111% power, 3 apr, light element).
Doot picks up (j.): mossy mindstar of balance (72% power, 12 apr, mind damage).
Doot picks up (i.): horrifying mossy mindstar of life (72% power, 12 apr, mind damage).
Doot picks up (t.): mindwoven woollen robe of lightning (+21%) (0 def, 0 armour).
Doot picks up (W.): thought-forged pouch of iron shots of grasping (18/20, 108% power, 1 apr).
Doot picks up (w.): grounding pair of rough leather boots (0 def, 1 armour).
Doot picks up (J.): cured leather armour of resilience (6 def, 4 armour).
Doot picks up (l.): vined mindstar of resolve (83% power, 18 apr, mind damage).
Doot picks up (n.): mage-hunter's iron steamgun of dampening.
Lore found: Stormlash
You can read all your collected lore in the game menu, by pressing Escape.
Ran for 4 turns (stop reason: dialog is displayed).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Doot picks up (2.): ametrine.
There is a way to the next level here (press '' or right click to use).
Ran for 2 turns (stop reason: at exit).
Connection to online server lost, trying to reconnect.
Connection to online server established.





































































































