Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/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. ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: 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:
Hulk! 1.4.8 Embers 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:
Better Item Description 1.7.4This 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Normal Roguelike |
Sex | Female |
Race | Cornac |
Class | Archer |
Level / Exp | 21 / 90% |
Size | big |
Lifes / Deaths | Killed by corrupted golem at level 21 on the 43rd Haze 122nd year of Ascendancy at 09:02 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 49 (base 41) |
Dexterity | 61 (base 50) |
Constitution | 13 (base 10) |
Magic | 10 (base 10) |
Willpower | 23 (base 12) |
Cunning | 17 (base 12) |
Resources
Life | -119/444 |
Stamina | 86/248 |
Equilibrium | 0 |
Healing Factor | 1.0283363011315 |
Regeneration | 7.4554381832034 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 26.500146650446 |
See Invisible | 25.500146650446 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 78 |
Accuracy | 70 |
Crit Chance | 10% |
APR | 30 |
Speed | 0.95 |
Offense: Spell
Spellpower | 3.3333333333333 |
Crit Chance | 3% |
Speed | 1 |
Offense: Mind
Mindpower | 26 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
Acid | +15% |
Mind | +12% |
Physical | +5% |
Defense: Base
Armour (hardiness) | 11 (38.594633868923%) |
Defense | 52 |
Ranged Defense | 55 |
Fatigue | 0 |
Physical Save | 28 |
Spell Save | 33 |
Mental Save | 23 |
Defense: Resistances
Acid | + 6%( 70%) |
Blight | + 7%( 70%) |
Physical | + 4%( 70%) |
Mind | + 11%( 70%) |
All | 0%( 70%) |
Lightning | + 6%( 70%) |
Temporal | + 6%( 70%) |
Fire | + 9%( 70%) |
Cold | + 8%( 70%) |
Defense: Immunities
Knockback Resistance | 50% |
Stun Resistance | 22% |
Instadeath Resistance | 100% |
Confusion Resistance | 28% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 376 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 25% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 164 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Archery prowess | 1.50 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Sniper | 1.50 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Archery training | 1.50 |
| 4/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Technique / Reflexes | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Technique / Marksmanship | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.00 |
| 4/5 |
| 3/5 |
| 3/5 |
| 5/5 |
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. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved spell save by +12. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved Dexterity 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 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 Shade. | 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's current energy level is: 20. | 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. You have been shown a secret entrance to his stronghold. | 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 AlchemistsMarus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed ice ant stinger. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed warg claw. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | dreamer's pair of hardened leather boots of disengagement (0 def, 3 armour) dreamer's pair of hardened leather boots of disengagement (0 def, 3 armour)2.0 T3 feet armor [Ego++] Master/Psionic While equipped: Stats +2 Dex +3 Wil +5 Cun ----- def ----- Armour +3 Phys.save +6 (+3 eff.) Spell.save +5 (+3 eff.) Mind.save +7 (+3 eff.) Disengage: Puts all charms on 15 cooldown Level 1.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 2 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 100% 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. A pair of boots made of leather. |
Quiver | high-capacity quiver of ash arrows of wind (34/34, 20-28 power, 7 apr) high-capacity quiver of ash arrows of wind (34/34, 20-28 power, 7 apr)3.0 T2 arrow ammo [Ego] Nature/Master Power 20.0 - 28.0 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 34 Proj.spd +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 150 physical damage While equipped: ---------- misc Reload +3 Arrows are used with bows to pierce your foes to death. |
Light source | brass lantern of clarity brass lantern of clarity2.0 T1 lite [Ego] Psionic While equipped: ----- def ----- Mind.save +5 (+2 eff.) ---------- misc Light +3 See.Stealth +7 See.Invis +6 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 | Turehek the cashmere wizard hat (2 def, 0 armour) Turehek the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Phys.pwr +10 (+4 eff.) Dmg.mod +15% acid Acc +15 (+4 eff.) On Hit (Melee): * 20% chance to reduce armor by 8% ----- def ----- Defense +2 (+1 eff.) Resists +6% acid +9% fire +2% physical +8% cold A pointy cloth hat, very wizardly... |
Tool | Persistent Will Persistent Will2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 25 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
On fingers | Toritoblek the copper ring Toritoblek the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Defense +10 (+3 eff.) Phys.save +3 (+1 eff.) HP.reg +2.00 Stun/Frz- +22% Rings make your fingers look great! |
On fingers | steel ring of pilfering steel ring of pilfering0.1 T2 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +8 (+2 eff.) Apr +8 ----- def ----- Defense +7 (+2 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 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 143% 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 make your fingers look great! |
Around waist | rough leather belt 'Poliwyn' rough leather belt 'Poliwyn'1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Dex ----- def ----- Defense +5 (+2 eff.) Resists +6% lightning +6% temporal +2% physical Die.at -60.00 life ---------- misc Max.stam +10.00 A belt that goes around your waist. |
In main hand | Surefire Surefire4.0 T1 longbow 2H weapon [Unique] Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 105% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+3 eff.) This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
On hands | scouring hardened leather gloves of butchering (0 def, 2 armour) scouring hardened leather gloves of butchering (0 def, 2 armour)1.0 T2 hands armor [Ego++] Disrupt While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Acc +7 (+2 eff.) Apr +8 On Melee Ret: * 15 arcane resource burn ----- def ----- Armour +2 Resists +7% blight Spell.save +19 (+9 eff.) Disease- +15% 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. It was changed by the digestive sack. |
Main armor | Behemoth Hide (4 def, 6 armour) Behemoth Hide (4 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+1 eff.) Rng.Def +8 (+2 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Cloak | enveloping linen cloak of battle (7 def, 0 armour) enveloping linen cloak of battle (7 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +2 (+1 eff.) ----- def ----- Defense +7 (+2 eff.) Fatigue -3% 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. |
Around neck | clarifying gold amulet of mastery (0.20 Technique / Archery prowess) clarifying gold amulet of mastery (0.20 Technique / Archery prowess)0.1 T3 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +11% mind Confus- +28% ---------- misc Masteries +0.20 Technique/Archery prowess Amulets make your neck look great! |
Inventory
biting gale rune (damage 71; dur 4; cd 15) biting gale rune (damage 71; dur 4; cd 15)0.1 rune scroll [Normal] Arcane 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 spell Description: Activate the rune to direct a cone of chilling stormwind doing 71.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
grounding copper amulet grounding copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% lightning Stun/Frz- +22% Amulets make your neck look great! |
copper ring of tenacity copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +21.00 Disarm- +20% Pinning- +20% Knockbk- +20% Rings make your fingers look great! |
infernal ash starstaff of power (15-18 power, 3 apr, temporal element) infernal ash starstaff of power (15-18 power, 3 apr, temporal element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Crit.mult +16.00% Spell.pwr +17 (+4 eff.) Melee+ 18 fire Dmg.mod +15% temporal ---------- misc See.Invis +9 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
surging ash vilestaff of channeling (15-18 power, 3 apr, darkness element) surging ash vilestaff of channeling (15-18 power, 3 apr, darkness element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag 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 +17 (+4 eff.) S.pwr/crit +3 Dmg.mod +15% darkness ---------- misc Mana/turn +0.19 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. |
Isymikira the Quenchmistress (42-64 power, 2 apr) Isymikira the Quenchmistress (42-64 power, 2 apr)5.0 T2 greatmaul 2H weapon [Random Unique] Master Power 42.5 - 63.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Phys.pwr +9 (+3 eff.) Dmg.mod +6% cold Res.pen +15% cold +10% physical ----- def ----- Resists +6% acid Spell.save +3 (+2 eff.) Disarm- +20% Massive two-handed mauls. |
steel waraxe of erosion (12-17 power, 3 apr) steel waraxe of erosion (12-17 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Nature Power 12.0 - 16.8 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +7 nature One-handed war axes. |
Bloomsoul (8-9 power, 13 apr, nature damage) Bloomsoul (8-9 power, 13 apr, nature damage)3.0 T2 mindstar 1H weapon [Unique] Nature Power 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +13 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) ----- def ----- HP.reg +2.00 Heal.mod +20% ---------- misc Masteries +0.30 Wild-gift/Fungus Bloom Heal: (Instant) Level 1.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 18 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
vined mindstar (4-5 power, 18 apr, nature damage) vined mindstar (4-5 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Normal] Nature Power 4.5 - 5.0 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 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. |
vined mindstar 'Winteroracle' (6-6 power, 18 apr, mind damage) vined mindstar 'Winteroracle' (6-6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 5.5 - 6.1 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% On Hit.r1 +12 mind On Crit.r2 +8 cold While equipped: dps ---------- Mind.crit +5% Mind.pwr +29 (+14 eff.) Dmg.mod +9% cold ----- def ----- Resists +10% mind Mind.save +4 (+2 eff.) ---------- misc Psi/turn +0.70 Max.psi +10.00 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. |
fungal elm longbow fungal elm longbow4.0 T1 longbow 2H weapon [Ego] Nature Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 While equipped: Stats +2 Con ---------- misc Masteries +0.15 Wild-gift/Fungus Regenerate 66 life over 5 turns Puts all charms on 20 cooldown Longbows are used to shoot arrows at your foes. |
stormbringer's elm longbow of enduring stormbringer's elm longbow of enduring4.0 T1 longbow 2H weapon [Ego++] Nature Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 On Crit.r2 +8 lightning +8 cold While equipped: Stats +9 Con +9 Wil dps ---------- Mov.spd +33% Res.pen +9% lightning +8% cold ----- def ----- Max.HP +23.00 Longbows are used to shoot arrows at your foes. |
steady dwarven-steel steamgun steady dwarven-steel steamgun4.0 T3 steamgun 1H weapon Reqs Steam Pool [Ego] Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Phys.crit +4.0% Acc +10 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
quiver of elm arrows of erosion (20/20, 13-18 power, 5 apr) quiver of elm arrows of erosion (20/20, 13-18 power, 5 apr)3.0 T1 arrow ammo [Ego] Nature Power 13.0 - 18.2 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 20 Ranged+ +11 nature Arrows are used with bows to pierce your foes to death. |
deadly quiver of ash arrows of erosion (0/19, 36-50 power, 7 apr) deadly quiver of ash arrows of erosion (0/19, 36-50 power, 7 apr)3.0 T2 arrow ammo [Ego] Nature/Master Power 36.0 - 50.4 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 19 Ranged+ +9 nature Arrows are used with bows to pierce your foes to death. |
storming quiver of ash arrows (17/17, 24-34 power, 7 apr) storming quiver of ash arrows (17/17, 24-34 power, 7 apr)3.0 T2 arrow ammo [Ego] Nature Power 24.0 - 33.6 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 17 Ranged+ +17 lightning On Crit.r2 +8 lightning Arrows are used with bows to pierce your foes to death. |
Thunderwar the quiver of dragonbone arrows (20/20, 74-104 power, 26 apr) Thunderwar the quiver of dragonbone arrows (20/20, 74-104 power, 26 apr)3.0 T5 arrow ammo [Random Unique] Arcane/Master Power 74.0 - 103.6 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +26 Crit +41.0% Capacity 20 Proj.spd +200% Ranged+ +12 light On Hit.r1 +12 light +12 lightning On Crit.r2 +16 lightning On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage On Crit: * Wound the target dealing 211 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
deadly pouch of dwarven-steel shots (21/21, 36-44 power, 3 apr) deadly pouch of dwarven-steel shots (21/21, 36-44 power, 3 apr)3.0 T3 shot ammo [Ego] Master Power 36.5 - 43.8 Physical Uses 50% Cun, 70% Dex Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 21 Shots are used with slings to pummel your foes to death. |
steel shield of resilience (0 def, 4 armour, 38.5 block) steel shield of resilience (0 def, 4 armour, 38.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +4 Fatigue +8% Max.HP +48.00 ---------- misc Talents +1 Block Handheld deflection devices. |
dwarven-steel shield of the stars (0 def, 6 armour, 84.5 block) dwarven-steel shield of the stars (0 def, 6 armour, 84.5 block)7.0 T3 shield armor Reqs Shield usage training [Ego+] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Cun +3 Mag dps ---------- Dmg.mod +10% light +13% darkness ----- def ----- Armour +6 Fatigue +8% Resists +11% light +10% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
woollen robe of darkness (+22%) (0 def, 0 armour) woollen robe of darkness (+22%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +15% darkness ----- def ----- Resists +22% darkness +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shimmering cashmere robe (0 def, 0 armour) shimmering cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +12% arcane ----- def ----- Resists +11% all ---------- misc Max.mana +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rough leather armour (3 def, 2 armour) 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. |
prismatic steel mail armour of spell shielding (2 def, 6 armour) prismatic steel mail armour of spell shielding (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Arcane While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +6% arcane +11% light +12% darkness Spell.save +11 (+6 eff.) A suit of armour made of mail. |
Mighty Girdle 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. |
rough leather gloves of dexterity (+3) (0 def, 1 armour) rough leather gloves of dexterity (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +11 (+3 eff.) ----- def ----- Armour +1 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. |
Armuroddarig the hardened leather gloves (0 def, 2 armour) Armuroddarig the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +10 (+5 eff.) Melee+ 9 mind Dmg.mod +6% mind Res.pen +15% acid +10% mind ----- def ----- Armour +2 Resists +7% mind +15% acid ---------- misc Psi/ret +0.16 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. |
corrosive hardened leather gloves of dexterity (+2) (0 def, 2 armour) corrosive hardened leather gloves of dexterity (+2) (0 def, 2 armour)1.0 T2 hands armor [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Melee+ 5 acid Dmg.mod +3% acid Acc +12 (+3 eff.) ----- def ----- Armour +2 Resists +7% acid 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. |
hardened leather gloves 'Shiverworm' (0 def, 6 armour) hardened leather gloves 'Shiverworm' (0 def, 6 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +4 Str dps ---------- Phys.pwr +12 (+4 eff.) Dmg.mod +9% cold ----- def ----- Armour +6 Resists +3% temporal +5% arcane +12% mind 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. |
insulating linen wizard hat of lightning (+15%) (1 def, 0 armour) insulating linen wizard hat of lightning (+15%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +10% lightning ----- def ----- Defense +1 (+0 eff.) Resists +15% lightning +5% fire +6% cold A pointy cloth hat, very wizardly... |
Marduromnir the Frostbreak (1 def, 0 armour) Marduromnir the Frostbreak (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +3 Dex +2 Mag ----- def ----- Defense +1 (+0 eff.) Resists +6% lightning +6% temporal +3% cold ---------- misc Infravis +3 A pointy cloth hat, very wizardly... |
Nightmight (0 def, 1 armour) Nightmight (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% darkness ----- def ----- Armour +1 Fatigue +1% Poison- +10% Disarm- +20% Stun/Frz- +10% ---------- misc Stam/ret +0.90 Equi/ret +0.80 A cap made of leather. |
Aeranaridas (0 def, 3 armour) Aeranaridas (0 def, 3 armour)2.0 T3 head armor [Random Unique] Master While equipped: Stats +4 Dex +2 Mag +3 Cun dps ---------- Spell.crit +3% S.pwr/crit +2 Apr +5 ----- def ----- Armour +3 Fatigue +3% Resists +8% fire +7% cold Spell.save +6 (+3 eff.) A cap made of leather. |
12 agate 12 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. |
6 spinel 6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 ametrine 6 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. |
4 citrine 4 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. |
11 zircon 11 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. |
11 aquamarine 11 aquamarine0.0 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. |
5 opal 5 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. |
2 topaz 2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 amethyst 6 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. |
quartz quartz0.0 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. |
57 alchemist agate 57 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. |
brass lantern 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. |
Axe of Fluffy Evil Axe of Fluffy Evil4.0 axe misc [Unique] Unknown Create a ... clockwork gnome. Uses 50 power out of 50/50 It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
Rungof's Fang Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
iron pickaxe of endurance (dig speed 40 turns) iron pickaxe of endurance (dig speed 40 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Elenyran the Prismfurnace (dig speed 15 turns) Elenyran the Prismfurnace (dig speed 15 turns)3.0 T3 digger tool [Random Unique] Nature/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +13% nature ----- def ----- Armour +3 Defense +5 (+2 eff.) Resists +6% physical +12% light +3% temporal +5% arcane +22% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest 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 (0/1) Rod of Recall (0/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 201/400 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. |
Achievements
By Nonon the Cornac Archer level 20
5th Haze 122nd year of Ascendancy at 10:00 see stats
By Nonon the Cornac Archer level 19
77th Dusk 122nd year of Ascendancy at 21:55 see stats
By Nonon the Cornac Archer level 20
78th Dusk 122nd year of Ascendancy at 04:31 see stats
By Nonon the Cornac Archer level 10
1st Flare 122nd year of Ascendancy at 01:55 see stats
By Nonon the Cornac Archer level 20
78th Dusk 122nd year of Ascendancy at 01:04 see stats
By Nonon the Cornac Archer level 21
39th Haze 122nd year of Ascendancy at 00:54 see stats
By Nonon the Cornac Archer level 20
16th Haze 122nd year of Ascendancy at 07:56 see stats
By Nonon the Cornac Archer level 13
7th Dusk 122nd year of Ascendancy at 14:42 see stats
By Nonon the Cornac Archer level 19
66th Dusk 122nd year of Ascendancy at 03:57 see stats
Log
Space around you starts to dissolve...
Nonon slows down.
Nonon is dazed!
Corrupted golem casts Temporal Bolt.
Nonon reacts to damage from Corrupted golem, mitigating the blow!.
Nonon is not dazed anymore.
Corrupted golem hits Nonon for (35 reacted , -5 stam), 93 temporal, 29 blight (123 total damage).
Webs of Fate hits Nonon for 5 arcane damage.
Melee retaliation hits Corrupted golem for (4 webs of fate), 11 arcane (11 total damage).
LIFE LOST WARNING!
Mouse input temporarily disabled.
Mouse input temporarily disabled.
Nonon uses Infusion: Wild.
Nonon is free from the hex.
Nonon is cured!
Nonon lessens the pain.
Corrupted golem casts Eye Beam.
Nonon reacts to damage from Corrupted golem, mitigating the blow!.
Corrupted golem hits Nonon for (40 reacted , -5 stam), 92 cold (92 total damage).
Corrupted golem uses Greater Weapon Focus.
Corrupted golem casts Drain.
Nonon reacts to damage from Corrupted golem, mitigating the blow!.
Corrupted golem's spell attains critical power!
Corrupted golem hits Nonon for (30 reacted , -5 stam), 69 blight (69 total damage).
Blood Splash hits Corrupted golem for 30 healing, 45 healing (0 total damage) [75 healing].
Nonon the level 21 cornac archer was plagued to death by corrupted golem on level 1 of Golem Graveyard.
Corrupted golem prepares for the next kill!
Space restabilizes around you.