










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Loot Expansion (Shad3 fork) 1.7.4An expansion of loot types and ego affixes A fork of Wayback's loot expansion (https://te4.org/games/addons/tome/loot) Deathknight 1.7.4Adds the Deathknight class. See forum thread for details. Juggernaut Evolution for Bulwark 1.6.7Adds a new class evolution for Bulwark, the Juggernaut. As a Juggernaut, the Bulwark gains the ability to equip shields in the off hand and main hand simultaneously and Weapons Mastery will apply to shields. While equipped with two shields: - You may use Rush while sustaining Last Stand. Artificer Class 1.7.4Adds an Artificer class to the game. Beware: Although powerful later on, artificers have a weak early game, and require a good deal of item management to succeed. This class may not be for everyone. Requires Embers of Rage DLC OldRPG Redeemed - Music Mod - 1 of 2 1.7.6New Versions: These are the legacy versions of this mod which were split into two/three parts and made on Suno v3-v4. If for any reason you prefer the old versions of these tracks, or need these versions to support old in-progress saves, here they are.
This mod replaces 99% of the music in the game with original covers of classic RPG scores.
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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:
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. OldRPG Redeemed - 2 of 2 1.7.6Yet another rework of the OldRPG tileset. Compatible with Orcs, Cults, and Ashes. Both parts are required. 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.
Items Vault 1.7.6Donators/Buyers bonus! Corrupted Skeleton 1.7.6A few changes to skelly I thought would make it actually interesting to pick for some classes as it previously was easily the worst race because it didn't cover any of the weaknesses or encourage any synergies with any class. These changes make Skeleton focused a lot more on being a tank, which its talents originally hinted at. The first talent now gives a massive amount of physical saves that scale with constitution. This replaces the duration reduction of the third talent. The duration reduction is largely a useless stat if you can't get it to 100% reduction as debuffs are either "I don't care about this" or "I want this gone immediately." Immunities have typically always been the go to. Most classes have their immunites or debuff clears as their third or final talent, so putting this as the first talent gives some incentive to use this over Shalore. Originally it was going to be full physical debuff immunity like with Spine of the World but after some deliberation I figured this was too good. I kind of like the saves here as a way to demonstrate just how much is needed to be good. The numbers for this are chosen that provided you put in significant investment, it should provide excellent returns such that it's the only source of physical save needed on difficulties of insane or lower. The third talent now gives you the Corruption/Bone tree. This here because I thought this would be fun, and thematic. I got a bit of feedback that people wanted a mobility tree on Skeleton, but honestly I feel like that removes one of the interesting weaknesses of the class, that you are forced to use blink rune for mobility. This drawback provides some interesting decisions in what to select for your race and I think it should remain to encourage strategic building. Also: Reassemble now scales with Constitution. Both Bone Armour and Reassemble's descriptions have been updated to fully detail the things they scale with. They previously did not mention that they scale with your max HP. Classes that would be good with this skelly rework: Classes without a lot of defenses, classes with a lot of mobility, classes with the Corruption/Bone tree, classes that don't need to focus on 3 non-Constitution stats. Update 1.2.0 Also I fixed a couple of bugs. Learning the Bone talents now correctly gives the Vim resource bar and puts them on your hotbar automatically. Visibly Distinct Subvaults 1.7.0Changes the appearance of the entrance to "sub-vaults" in the Orc Prides and High Peak to be different from the stairs down to the next level, to avoid confusion. Artificer Tweaks 1.7.0Assorted quality-of-life tweaks for Artificers from VanceVasser's Artificer Class addon (required). Included so far:
OldRPG Redeemed - Music Mod - 2 of 2 1.7.6New Versions: These are the legacy versions of this mod which were split into two/three parts and made on Suno v3-v4. If for any reason you prefer the old versions of these tracks, or need these versions to support old in-progress saves, here they are.
This mod replaces 99% of the music in the game with original covers of classic RPG scores.
OldRPG Redeemed - 1 of 2 1.7.6Yet another rework of the OldRPG tileset. Compatible with Orcs, Cults, and Ashes. Both parts are required. OldRPG - Music Mod 1.7.6 EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit 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 Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Skeleton |
Class | Rogue |
Level / Exp | 18 / 1% |
Size | medium |
Lifes / Deaths | Killed by luminous horror at level 17 on the 7th Haze 122nd year of Ascendancy at 02:26 / 2Killed by Salygama the fire drake hatchling at level 18 on the 7th Haze 122nd year of Ascendancy at 07:49 |
Primary Stats
Strength | 23 (base 11) |
Dexterity | 38 (base 24) |
Constitution | 34 (base 29) |
Magic | 11 (base 10) |
Willpower | 15 (base 10) |
Cunning | 36 (base 36) |
Resources
Life | -44/471 |
Mana | 278/278 |
Stamina | 100/164 |
Vim | 168/168 |
Healing Factor | 1.285336564623 |
Regeneration | 4.1773438350248 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +11% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 3 |
Offense: Mainhand
Damage | 37 |
Accuracy | 46 |
Crit Chance | 19% |
APR | 5 |
Speed | 1.00 |
Offense: Offhand
Damage | 35 |
Accuracy | 46 |
Crit Chance | 20% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 16 |
Crit Chance | 9% |
Speed | 1 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Nature | +10% |
Lightning | +26% |
Light | +23% |
Darkness | +3% |
Cold | +10% |
Mind | +6% |
Fire | +6% |
All | 0% |
Offense: Damage Penetration
Blight | +5% |
Darkness | +5% |
Fire | +15% |
Nature | +10% |
Defense: Base
Armour (hardiness) | 4 (30%) |
Defense | 21 |
Ranged Defense | 21 |
Fatigue | 1 |
Physical Save | 42 |
Spell Save | 14 |
Mental Save | 29 |
Defense: Resistances
Nature | + 41%( 70%) |
Acid | + 24%( 70%) |
Light | + 42%( 70%) |
Lightning | + 46%( 70%) |
Cold | + 24%( 70%) |
Arcane | + 14%( 70%) |
Fire | + 25%( 70%) |
All | + 9%( 70%) |
Defense: Immunities
Stun Resistance | 21% |
Bleed Resistance | 100% |
Confusion Resistance | 28% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Instadeath Resistance | 100% |
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 175 damage for 3 turns. Its effects scale with your Cunning stat. |
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: StormshieldUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 8 up to 4 times. Its effects scale with your Constitution stat. |
Class Talents
Technique / Duelist | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Assassination | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Technique / Throwing knives | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Undead / Skeleton | 1.10 |
| 2/5 |
| 2/5 |
| 3/5 |
| 5/5 |
Cunning / Lethality | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Premonition (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * You've found the needed pouch of bone giant dust. * You've found the needed green worm. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * You've found the needed xorn fragment. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed giant spider spinneret. | 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within7 lumberjacks have died. | 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 | ![]() 2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% mind On Hit (Melee): * 20% chance to slow global speed by 44% ----- def ----- Armour +1 Resists +6% fire +6% nature +6% cold A pair of boots made of leather. |
Light source | ![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(60 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 34.29 to 102.87 lightning damage (68.58 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
On hands | ![]() 1.0 T1 hands armor [Rare] Arcane While equipped: dps ---------- Melee+ 5 light Dmg.mod +6% fire +4% light +3% darkness Melee Ret 6 nature 2 darkness ----- def ----- Armour +1 Resists +6% light +9% fire 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. |
Tool | ![]() 2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +9% light Res.pen +5% darkness Melee Ret 2 darkness ----- def ----- Resists +3% fire 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 100% to increase all damage by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +10% nature ----- def ----- Resists +20% nature Mind.save +4 (+2 eff.) Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +13% lightning Res.pen +10% nature Melee Ret 6 mind On Hit (Melee): * 10% chance to slow global speed by 44% ----- def ----- Resists +26% lightning +9% nature ---------- misc Infravis +3 Rings make your fingers look great! |
Around neck | ![]() 0.1 T1 amulet jewelry [Rare] Arcane While equipped: Stats +2 Dex +1 Mag +1 Con dps ---------- Dmg.mod +3% lightning Res.pen +15% fire ----- def ----- Resists +6% arcane +5% lightning ---------- misc Mana/s.crit +2.00 Max.mana +11.00 Amulets make your neck look great! |
In main hand | ![]() 1.0 T1 dagger 1H weapon [Rare] Master Power 14.5 - 18.9 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Hit.r1 +8 lightning On Hit: * 10% chance to slow global speed by 44% While equipped: dps ---------- Mind.crit +3% Mind.pwr +10 (+5 eff.) Sharp, short and deadly. |
Around waist | Cord of the Steeled Mind Cord of the Steeled Mind1.0 T2 belt armor [Unique] Arcane/Psionic While equipped: dps ---------- Steampwr +6 (+3 eff.) ----- def ----- Spell.save +5 (+5 eff.) Mind.save +17 (+8 eff.) Confus- +28% Stun/Frz- +21% ---------- misc Talents +1 Iron Resolve Iron Resolve: Through sheer Willpower, you become more resilient to damage. Increases resistance to all damage by 7.5%. This bonus is based off of your Willpower stat. A belt of metal woven together so tightly no mortal hands could have crafted it. Yet somehow, it bends easily to your will. |
In off hand | ![]() 1.0 T2 dagger 1H weapon [Ego] Arcane/Master Power 20.5 - 26.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +11 cold Sharp, short and deadly. |
Cloak | ![]() 2.0 T1 cloak armor [Ego++] Master/Psionic While equipped: Stats +1 Dex +3 Wil +4 Con dps ---------- Mov.spd +11% ----- def ----- Defense +1 (+1 eff.) Fatigue -5% Crit.chn- 10.00% HP.reg +3.00 ---------- misc Talents +1 Glorious Presence Glorious Presence: When you fail a save against a detrimental effect, your glorious presence grants you a 20.0% chance for an additional save against it and 16.2 bonus armor for 2 turns. (Based on your Constitution and Willpower) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 T1 light armor [Rare] Master While equipped: Stats +2 Str dps ---------- Spell.pwr +5 (+4 eff.) Res.pen +5% blight ----- def ----- Armour +2 Defense +3 (+2 eff.) Fatigue +6% Resists +16% acid Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.mana +40.00 A suit of armour made of leather. |
Inventory
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +3% fire Res.pen +20% blight Melee Ret 5 acid 6 blight 7 darkness 2 lightning On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 10 ----- def ----- Resists +3% fire Rings make your fingers look great! |
![]() 1.0 T2 dagger 1H weapon [Ego++] Nature Power 11.5 - 15.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Against +5% Undead On Crit: * Strike your target with a blast of Light dealing 34 damage (based on Strength and Magic). If the target is undead, they are also afflicted by Lightburn for the same amount over 3 turns, reducing their armor by 8 for the duration. While equipped: Stats +5 Str +3 Dex +4 Mag +6 Wil +4 Cun +4 Con dps ---------- Crit.mult +12.00% Sharp, short and deadly. |
![]() 5.0 T2 greatmaul 2H weapon [Ego] Master Power 36.5 - 54.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% While equipped: dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +9 (+5 eff.) Disarm- +36% Massive two-handed mauls. |
![]() 3.0 T1 longsword 1H weapon [Normal] Power 11.5 - 16.1 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Sharp, long, and deadly. |
![]() 3.0 T2 waraxe 1H weapon [Rare] Master Power 13.5 - 18.9 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Crit.mult +5.00% Dmg.mod +3% temporal Res.pen +25% temporal +8% all Acc +8 (+3 eff.) Apr +7 ---------- misc Mana/turn +0.04 Mana/s.crit +2.00 One-handed war axes. |
![]() 3.0 T2 waraxe 1H weapon [Ego] Arcane 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+ +11 cold One-handed war axes. |
![]() 3.0 T1 whip 1H weapon [Unique] Arcane Power 17.0 - 18.7 Physical Uses 100% Dex 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 (+2 eff.) Strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 16.03 to 48.09 lightning damage (based on Magic and Dexterity). Uses 10 power out of 10/10 This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Dex dps ---------- Phys.pwr +20 (+8 eff.) Dmg.mod +6% nature Apr +3 Melee Ret 2 fire On Hit (Melee): * 10% chance to slow global speed by 44% ----- def ----- Defense +9 (+5 eff.) Stealth +5 A belt that goes around your waist. |
![]() 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+3 eff.) Spell.pwr +5 (+4 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Mind.pwr +15 (+7 eff.) Dmg.mod +6% darkness ----- def ----- Defense +7 (+4 eff.) Resists +3% lightning +3% fire +3% mind Phys.save +5 (+2 eff.) Stun/Frz- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 5 lightning Dmg.mod +5% lightning Acc +12 (+4 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +6% lightning 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. |
![]() 2.0 T1 head armor [Normal] While equipped: ----- def ----- Defense +1 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() 7.0 T2 shield armor Reqs Shield usage training [Ego] Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +4 Fatigue +8% Resists +10% mind ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 3.0 T5 arrow ammo Reqs Dex 48 [Random Unique] Nature Power 52.5 - 73.5 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +3.0% Capacity 23 Proj.spd +200% Ranged+ +8 nature +16 light On Hit.r1 +12 light On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 104 physical damage * 20% chance to create vines that bind the target to the ground dealing 104 nature damage and pinning them for 3 turns Arrows are used with bows to pierce your foes to death. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Astrion's Eye Astrion's Eye1.0 T2 lite [Unique] Nature While equipped: Stats +3 Cun dps ---------- Crit.mult +5.00% Melee+ 11 frost burn Ranged+ 12 frost burn Against +6% Elemental ----- def ----- Affinity +6% cold Phys.save +8 (+3 eff.) Heal.mod +13% ---------- misc Light +3 Unleash a cascade of electricity, inflicting 91.73 Lightning damage in radius 3 (based on Dexterity). Creatures in the area also either dazed or take 45.5 Haywire damage for 4 turns. Uses 26 power out of 30/30 A glowing blue crystal said to have been once been part of a powerful ice elemental. |
![]() 2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 2 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 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. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Harintir the Skeleton Rogue level 15
26th Dusk 122nd year of Ascendancy at 15:04 see stats
By Harintir the Skeleton Rogue level 10
2nd Flare 122nd year of Ascendancy at 20:50 see stats
By Harintir the Skeleton Rogue level 5
7th Mirth 122nd year of Ascendancy at 16:54 see stats
By Harintir the Skeleton Rogue level 15
6th Dusk 122nd year of Ascendancy at 06:08 see stats
By Harintir the Skeleton Rogue level 16
3rd Haze 122nd year of Ascendancy at 11:38 see stats
By Harintir the Skeleton Rogue level 17
7th Haze 122nd year of Ascendancy at 02:27 see stats
Log
Fire drake hatchling hits Harintir for (15 parried), 46 physical (46 total damage).
Harintir hits Fire drake hatchling for 41 physical, 6 light, 18 light, 10 lightning, 42 physical (117 total damage).
Melee retaliation hits Harintir for 3 fire, 3 fire (6 total damage).
Harintir killed Fire drake hatchling!
Talent Dual Strike is ready to use.
Salygama the fire drake hatchling hits Harintir for 6 arcane, 4 lightning, 55 physical, 4 arcane, 3 arcane, 1 lightning (73 total damage).
Melee retaliation hits Salygama the fire drake hatchling for (4 flat reduction), 0 darkness, (6 flat reduction), 0 mind, (6 flat reduction), 0 nature (0 total damage).
Harintir hits Salygama the fire drake hatchling for (10 flat reduction), 5 lightning (5 total damage).
Bleeding from Harintir hits Salygama the fire drake hatchling for (10 flat reduction), 0 physical (0 total damage).
Harintir performs a melee critical strike against Salygama the fire drake hatchling!
Harintir hits Salygama the fire drake hatchling for (10 flat reduction), 44 physical, (5 flat reduction), 0 light, (10 flat reduction), 5 light, (8 flat reduction), 0 lightning, (10 flat reduction), 27 physical, (10 flat reduction), 2 cold, (5 flat reduction), 0 light, (10 flat reduction), 5 light (83 total damage).
Melee retaliation hits Harintir for 2 fire, 2 fire (4 total damage).
Salygama the fire drake hatchling hits Harintir for (15 parried), 5 arcane, 3 lightning, 48 physical, 4 arcane, 3 arcane, 1 lightning (65 total damage).
Melee retaliation hits Salygama the fire drake hatchling for (4 flat reduction), 0 darkness, (6 flat reduction), 0 mind, (6 flat reduction), 0 nature (0 total damage).
Harintir hits Salygama the fire drake hatchling for (10 flat reduction), 5 lightning (5 total damage).
Bleeding from Harintir hits Salygama the fire drake hatchling for (10 flat reduction), 0 physical (0 total damage).
Harintir uses Dual Strike.
Harintir misses Salygama the fire drake hatchling.
Salygama the fire drake hatchling throws two quick punches.
Salygama the fire drake hatchling hits Harintir for (15 parried), 6 arcane, 4 lightning, 57 physical, 4 arcane, 3 arcane, 1 lightning, 7 arcane, 4 lightning, 68 physical, 4 arcane, 3 arcane, 1 lightning (164 total damage).
Melee retaliation hits Salygama the fire drake hatchling for (4 flat reduction), 0 darkness, (6 flat reduction), 0 mind, (6 flat reduction), 0 nature, (4 flat reduction), 0 darkness, (3 flat reduction), 0 mind, (6 flat reduction), 0 nature (0 total damage).
Talent Flurry is ready to use.
Harintir hits Salygama the fire drake hatchling for (10 flat reduction), 5 lightning (5 total damage).
Melee retaliation hits Salygama the fire drake hatchling for (4 flat reduction), 0 darkness, (3 flat reduction), 0 mind, (6 flat reduction), 0 nature (0 total damage).
Bleeding from Harintir hits Salygama the fire drake hatchling for (10 flat reduction), 0 physical (0 total damage).
Salygama the fire drake hatchling hits Harintir for 6 arcane, 4 lightning, 60 physical (70 total damage).
Harintir the level 18 skeleton rogue was punctured to death by Salygama the fire drake hatchling on level 2 of Daikara.