












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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 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. Rebalancing 1.3.0Places a significant damage malus on certain bosses that became absurdly over-deadly with the changes in versions 1.6 and 1.7. Affected bosses:
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. 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 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. 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. Artificer Tweaks 1.7.0Assorted quality-of-life tweaks for Artificers from VanceVasser's Artificer Class addon (required). Included so far:
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 ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Better Item Description 1.7.4This 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 Doctornull's Class Pack Creep Fix 1.7.4A fix for the creep skill not working in the current version 1.7.4 original description: NOTE: use this one instead, not both Contains some new hybrid classes: Ascetic, Blood Mage, Creep, Flenser, Striker, Gravitic Infantry, Storm Warden, Transcendent Fist, Vector, and a few others. Details & discussion here: This revision is mostly about removing incompatible bits which changed between 1.4 and 1.5, so the classes are rather bare at the moment. I'm registering it so I can play online. I'll post when the additional content is ready. 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. |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Higher |
Class | Rogue |
Level / Exp | 13 / 4% |
Size | medium |
Lifes / Deaths | Killed by elven tempest at level 13 on the 2nd Summertide 122nd year of Ascendancy at 00:05 / 1 |
Primary Stats
Strength | 12 (base 11) |
Dexterity | 29 (base 28) |
Constitution | 24 (base 15) |
Magic | 13 (base 10) |
Willpower | 19 (base 10) |
Cunning | 33 (base 31) |
Resources
Life | -7/326 |
Stamina | 148/158 |
Healing Factor | 1.2172674059366 |
Regeneration | 0.30431685148416 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 3 |
Infravision | 1 |
Offense: Mainhand
Damage | 33 |
Accuracy | 49 |
Crit Chance | 20% |
APR | 16 |
Speed | 1.00 |
Offense: Offhand
Damage | 29 |
Accuracy | 49 |
Crit Chance | 20% |
APR | 16 |
Speed | 1.00 |
Offense: Spell
Spellpower | 30 |
Crit Chance | 9% |
Speed | 1 |
Offense: Mind
Mindpower | 25 |
Crit Chance | 9% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +12% |
Fire | +5% |
Temporal | +15% |
Blight | +3% |
Arcane | +13% |
Cold | +10% |
All | 0% |
Offense: Damage Penetration
Acid | +5% |
Fire | +10% |
Arcane | +5% |
Cold | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 9 (30%) |
Defense | 38 |
Ranged Defense | 38 |
Fatigue | 6 |
Physical Save | 22 |
Spell Save | 12 |
Mental Save | 25 |
Defense: Resistances
Blight | + 10%( 70%) |
Arcane | + 9%( 70%) |
Cold | + 40%( 70%) |
All | + 4%( 70%) |
Darkness | + 27%( 70%) |
Temporal | + 7%( 70%) |
Physical | + 6%( 70%) |
Mind | + 16%( 70%) |
Fire | + 19%( 70%) |
Nature | + 15%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Poison Resistance | 13% |
Blind Resistance | 15% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 142 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
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 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Technique / Duelist | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Assassination | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
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 |
Cunning / Lethality | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| 1/5 |
Effects
beneficial effect | The target's critical strike damage bonus is increased by 19%. Shadowstrike |
Quests
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 lost warrior to the recall portal on level 1 of Heart of the Gloom. Escort: lost warrior (level 1 of Heart of the Gloom)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Scintillating Caves. Escort: worried loremaster (level 2 of Scintillating Caves)As a reward you improved Constitution by +5. | 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 must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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 the fox. He has given you some notes on the ingredients: * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your 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 minotaur nose. You'll need to find one with a ring, preferably an expensive one.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * '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.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed bear paw. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one honey tree root. Keep a firm grip on it. These things will dig themselves right back into the ground if you drop them.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' | 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 |
Equipment
On feet | ![]() pair of rough leather boots 'Ebonyhue' (4 def, 1 armour) 2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Melee+ 0(-10) item acid corrode Res.pen +5%(-) acid Melee Ret 2(-) darkness On Hit (Melee): * 10% chance to reduce armor by 27% ----- def ----- Armour +1 (-) Defense +4 (+2 eff.) (-) Resists +12%(-) mind Evasion: (Instant) Puts all charms on 30 cooldown Level 5.2 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 28% chance to evade melee and ranged attacks and 22 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Quiver | ![]() pouch of iron shots of vileness (22/22, 14-16 power, 1 apr) 3.0 T1 shot ammo Reqs Dex 11 [Ego] Arcane Power 13.5 - 16.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +1 (-) Crit +4.0% (-) Capacity 22 (-) Ranged+ +5(-) blight On Hit: * 5% chance to reduce strength, dexterity, and constitution by 17 Shots are used with slings to pummel your foes to death. |
Light source | ![]() Eremihell 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Res.pen +5%(-) arcane ----- def ----- Armour +2 (-) Resists +2%(-) physical +5%(-) arcane +6%(-) fire Crit.chn- 5.00% (-) Phys.save +5 (+2 eff.) (-) Heal.mod +10% (-) ---------- 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 | ![]() Olychak (1 def, 0 armour) 2.0 T1 head armor [Rare] Nature While equipped: Stats +1(-) Con dps ---------- Melee+ 0(-20) item nature slow 0(-10) item manaburn arcane Dmg.mod +10%(-) cold On Hit (Melee): * 20% chance to slow global speed by 43% * 10 arcane resource burn ----- def ----- Defense +1 (+0 eff.) (-) Resists +6%(-) nature +15%(-) cold A pointy cloth hat, very wizardly... |
Tool | ![]() Prox's Lucky Halfling Foot 2.0 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. |
On fingers | ![]() Flowerquencher 0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Crit.mult +5.00% (-) Spell.pwr +15 (+8 eff.) (-) Melee+ 0(-10) item temporal energize Dmg.mod +3%(-) blight +6%(-) temporal +12%(-) darkness On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +24%(-) darkness Rings make your fingers look great! Tap to cycle through comparison choices |
On fingers | ![]() treant's copper ring of pilfering 0.1 T1 ring jewelry [Ego++] Nature/Master While equipped: dps ---------- Crit.mult +0.00% (-5.00%) Spell.pwr +0 (+0 eff.) (-15 (-8 eff.)) Melee+ 0(-10) item temporal energize Dmg.mod +0%(-3%) blight +0%(-6%) temporal +0%(-12%) darkness Acc +8 (+2 eff.) Apr +7 ----- def ----- Defense +8 (+3 eff.) Resists +6% blight +5% nature +0%(-24%) darkness Poison- +13% Disease- +11% Disengage: Puts all charms on 10 cooldown Level 2.6 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 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 142% 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! Tap to cycle through comparison choices |
Around waist | ![]() Sunpeal 1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +2 (+1 eff.) (-) Res.pen +10%(-) fire Melee Ret 2(-) fire ----- def ----- Armour +2 (-) Defense +20 (+10 eff.) (-) Resists +3%(-) cold Crit.chn- 5.00% (-) Phys.save +7 (+4 eff.) (-) A belt that goes around your waist. |
In main hand | ![]() Crystalline Iron dagger (12-16 power, 5 apr) 1.0 T1 dagger 1H weapon Reqs Dex 11 [Unique] Arcane A part of set. Power 12.5 - 16.2 Arcane Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 (-) Crit +4.0% (-) Atk.spd 100% (-) While equipped: Stats +3(-) Wil +3(-) Con dps ---------- Phys.pwr +12 (+6 eff.) (-) Spell.pwr +12 (+6 eff.) (-) Dmg.mod +10%(-) arcane Recover the Crystal Focus (destroys this weapon). Uses 1 power out of 1/1 Sharp, short and deadly. Transformed with the power of the Spellblaze. Tap to cycle through comparison choices |
On hands | ![]() Flamewrought (0 def, 2 armour) 1.0 T1 hands armor [Unique] Nature While equipped: Stats +2(-) Cun +3(-) Wil dps ---------- Mind.pwr +2 (+1 eff.) (-) Dmg.mod +5%(-) fire ----- def ----- Armour +2 (-) Resists +10%(-) fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 35.13 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
In off hand | ![]() flaming iron dagger of massacre (16-21 power, 5 apr) 1.0 T1 dagger 1H weapon Reqs Dex 11 [Ego] Arcane/Master Power 16.0 - 20.8(+3.5 - +4.6) 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 +6 fire While equipped: Stats +0(-3) Wil +0(-3) Con dps ---------- Phys.pwr +0 (+0 eff.) (-12 (-6 eff.)) Spell.pwr +0 (+0 eff.) (-12 (-6 eff.)) Dmg.mod +0%(-10%) arcane Sharp, short and deadly. Tap to cycle through comparison choices |
Cloak | ![]() Icegrit (1 def, 0 armour) 2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2(-) Mag +1(-) Wil dps ---------- Melee+ 0(-10) item temporal energize Dmg.mod +3%(-) arcane +9%(-) temporal Res.pen +5%(-) cold On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +1 (+0 eff.) (-) Resists +3%(-) cold +3%(-) temporal A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Aerada the rough leather armour (3 def, 2 armour) 9.0 T1 light armor Reqs Str 10 [Rare] Master While equipped: Stats +1(-) Wil dps ---------- Crit.mult +5.00% (-) ----- def ----- Armour +2 (-) Defense +3 (+1 eff.) (-) Fatigue +6% (-) Resists +16%(-) cold Mind.save +12 (+6 eff.) (-) ---------- misc Hate/m.crit +3.00 (-) A suit of armour made of leather. |
Inventory
![]() healing infusion of the wizard (heal 68; cd 10) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 68 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 523% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. 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. |
![]() regeneration infusion of the psychic (heal 186; 14 cd) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Won't Break Stealth 100% Is a nature gift Description: Activate the infusion to heal yourself for 186 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() wild infusion (res 15%; physical; dur 4; cd 11) 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 15% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() wild infusion of the sneak (res 23%; magical; dur 2; cd 10) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd 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 23% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Won't Break Stealth 100% Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 128 damage for 4 turns. 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. |
![]() copper ring 0.1 T1 ring jewelry [Normal] While equipped: dps ---------- Crit.mult +0.00% (-5.00%) Spell.pwr +0 (+0 eff.) (-15 (-8 eff.)) Melee+ 0(-10) item temporal energize Dmg.mod +0%(-3%) blight +0%(-6%) temporal +0%(-12%) darkness ----- def ----- Resists +0%(-24%) darkness Rings make your fingers look great! Tap to cycle through comparison choices |
![]() elm magestaff (10-12 power, 2 apr, fire element) 5.0 T1 staff 2H weapon Reqs Mag 11 [Normal] Power 10.0 - 12.0(-2.5 - -4.2) Physical Uses 80% Mag Acc+ +2.0% proc dam (max 200%) Apr +2 (-3) Crit +2.5% (-1.5%) Atk.spd 100% (-) While equipped: Stats +0(-3) Wil +0(-3) Con dps ---------- Spell.crit +1% Phys.pwr +0 (+0 eff.) (-12 (-6 eff.)) Spell.pwr +3 (+1 eff.) (-9 (-5 eff.)) Dmg.mod +0%(-10%) arcane +10% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() shimmering elm magestaff (10-12 power, 2 apr, fire element) 5.0 T1 staff 2H weapon Reqs Mag 11 [Ego] Arcane Power 10.0 - 12.0(-2.5 - -4.2) Physical Uses 80% Mag Acc+ +2.0% proc dam (max 200%) Apr +2 (-3) Crit +2.5% (-1.5%) Atk.spd 100% (-) While equipped: Stats +0(-3) Wil +0(-3) Con dps ---------- Spell.crit +1% Phys.pwr +0 (+0 eff.) (-12 (-6 eff.)) Spell.pwr +3 (+1 eff.) (-9 (-5 eff.)) Dmg.mod +0%(-10%) arcane +10% fire ---------- misc Mana/turn +0.10 Max.mana +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() iron greatsword of erosion (16-26 power, 1 apr) 3.0 T1 greatsword 2H weapon Reqs Str 11 [Ego] Nature Power 16.0 - 25.6(+3.5 - +9.4) Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +1 (-4) Crit +2.5% (-1.5%) Atk.spd 100% (-) Melee+ +9 nature While equipped: Stats +0(-3) Wil +0(-3) Con dps ---------- Phys.pwr +0 (+0 eff.) (-12 (-6 eff.)) Spell.pwr +0 (+0 eff.) (-12 (-6 eff.)) Dmg.mod +0%(-10%) arcane Massive two-handed swords. |
![]() acidic iron mace of phasing (12-16 power, 8 apr) 3.0 T1 mace 1H weapon Reqs Str 11 [Ego] Arcane Power 11.5 - 16.1(-1.0 - -0.2) Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +8 (+3) Crit +0.5% (-3.5%) Atk.spd 100% (-) Phasing +10% On Crit: + Splash the target with acid dealing 85 damage over 5 turns and reducing armor and accuracy by 11 While equipped: Stats +0(-3) Wil +0(-3) Con dps ---------- Phys.pwr +0 (+0 eff.) (-12 (-6 eff.)) Spell.pwr +0 (+0 eff.) (-12 (-6 eff.)) Dmg.mod +0%(-10%) arcane Blunt and deadly. |
![]() iron mace of erosion (12-16 power, 2 apr) 3.0 T1 mace 1H weapon Reqs Str 11 [Ego] Nature Power 11.5 - 16.1(-1.0 - -0.2) Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +2 (-3) Crit +0.5% (-3.5%) Atk.spd 100% (-) Melee+ +5 nature While equipped: Stats +0(-3) Wil +0(-3) Con dps ---------- Phys.pwr +0 (+0 eff.) (-12 (-6 eff.)) Spell.pwr +0 (+0 eff.) (-12 (-6 eff.)) Dmg.mod +0%(-10%) arcane Blunt and deadly. |
![]() flaming iron dagger (10-12 power, 5 apr) 1.0 T1 dagger 1H weapon Reqs Dex 11 [Ego] Arcane Power 9.5 - 12.3(-3.0 - -3.9) 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 +6 fire While equipped: Stats +0(-3) Wil +0(-3) Con dps ---------- Phys.pwr +0 (+0 eff.) (-12 (-6 eff.)) Spell.pwr +0 (+0 eff.) (-12 (-6 eff.)) Dmg.mod +0%(-10%) arcane Sharp, short and deadly. Tap to cycle through comparison choices |
![]() Unlightveil the mossy mindstar (2-2 power, 12 apr, nature damage) 3.0 T1 mindstar 1H weapon Reqs Wil 11 [Rare] Nature/Psionic Power 2.0 - 2.2(-10.5 - -14.1) Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 (+7) Crit +2.5% (-1.5%) Atk.spd 100% (-) While equipped: Stats +0(-3) Con +3(-) Wil dps ---------- Mind.crit +2% Phys.pwr +0 (+0 eff.) (-12 (-6 eff.)) Spell.pwr +0 (+0 eff.) (-12 (-6 eff.)) Mind.pwr +7 (+3 eff.) Dmg.mod +3% darkness +0%(-10%) arcane ----- def ----- Resists +9% darkness 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. Tap to cycle through comparison choices |
![]() blazing quiver of elm arrows of accuracy (17/17, 14-20 power, 5 apr) 3.0 T1 arrow ammo Reqs Dex 11 [Ego] Nature/Master Power 14.0 - 19.6(+0.5 - +3.4) Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Acc +9 Apr +5 (+4) Crit +1.0% (-3.0%) Capacity 17 (-5) Ranged+ +0(-5) blight +12 fire On Crit.r2 +9 fire On Hit: * 0% chance to reduce strength, dexterity, and constitution by 17 Arrows are used with bows to pierce your foes to death. |
![]() flaming iron shield of resistance (0 def, 2 armour, 22 block) 7.0 T1 shield armor Reqs Shield usage training Str 11 [Ego+] Nature Apr +0 (-5) Crit +0.0% (-4.0%) Atk.spd inf% (inf%) On Hit.r1 +0(-6) fire Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 6 fire Melee Ret 3 fire ----- def ----- Armour +2 Fatigue +8% Resists +5% acid +6% fire +6% lightning +5% cold ---------- misc Talents +1 Block Handheld deflection devices. |
![]() rough leather armour (3 def, 2 armour) 9.0 T1 light armor Reqs Str 10 [Normal] While equipped: Stats +0(-1) Wil dps ---------- Crit.mult +0.00% (-5.00%) ----- def ----- Armour +2 (-) Defense +3 (+1 eff.) (-) Fatigue +6% (-) Resists +0%(-16%) cold Mind.save +0 (+0 eff.) (-12 (-6 eff.)) ---------- misc Hate/m.crit +0.00 (-3.00) A suit of armour made of leather. |
![]() cleansing rough leather belt of the giants 1.0 T1 belt armor [Ego] Disrupt/Master While equipped: dps ---------- Phys.pwr +2 (+1 eff.) Mind.pwr +0 (+0 eff.) (-2 (-1 eff.)) Res.pen +0%(-10%) fire Melee Ret 0(-2) fire ----- def ----- Armour +0 (-2) Defense +0 (+0 eff.) (-20 (-10 eff.)) Resists +6% acid +0%(-3%) cold +5% blight Crit.chn- 0.00% (-5.00%) Phys.save +0 (+0 eff.) (-7 (-4 eff.)) Spell.save +5 (+5 eff.) ---------- misc Size +1 A belt that goes around your waist. |
![]() miner's pair of rough leather boots of speed (0 def, 2 armour) 2.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% Melee+ 0(-10) item acid corrode Res.pen +0%(-5%) acid Melee Ret 0(-2) darkness ----- def ----- Armour +2 (+1) Defense +0 (+0 eff.) (-4 (-2 eff.)) Resists +0%(-12%) mind ---------- misc Infravis +1 A pair of boots made of leather. |
![]() Cyrena (0 def, 1 armour) 2.0 T1 head armor [Rare] Master While equipped: Stats +2 Dex +4 Mag +1 Wil +6(+5) Con dps ---------- Melee+ 0(-20) item nature slow 0(-10) item manaburn arcane Dmg.mod +0%(-10%) cold ----- def ----- Armour +1 Defense +0 (+0 eff.) (-1 (+0 eff.)) Fatigue +1% Resists +0%(-6%) nature +0%(-15%) cold ---------- misc Infravis +3 A cap made of leather. |
![]() rough leather cap of constitution (+2) (0 def, 1 armour) 2.0 T1 head armor [Ego] Master While equipped: Stats +2(+1) Con dps ---------- Melee+ 0(-20) item nature slow 0(-10) item manaburn arcane Dmg.mod +0%(-10%) cold ----- def ----- Armour +1 Defense +0 (+0 eff.) (-1 (+0 eff.)) Fatigue +1% Resists +0%(-6%) nature +0%(-15%) cold A cap made of leather. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() brass lantern of health 2.0 T1 lite [Ego] Nature While equipped: dps ---------- Res.pen +0%(-5%) arcane ----- def ----- Armour +0 (-2) Resists +0%(-2%) physical +0%(-5%) arcane +0%(-6%) fire Crit.chn- 0.00% (-5.00%) Phys.save +0 (+0 eff.) (-5 (-2 eff.)) Max.HP +42.00 Heal.mod +0% (-10%) ---------- 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. |
![]() iron pickaxe (dig speed 39 turns) 3.0 T1 digger tool [Normal] While equipped: Stats +1 Str +0(-5) Lck ----- def ----- Defense +0 (+0 eff.) (-5 (-2 eff.)) ---------- misc T.Disarm +0 (-5) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() elm totem of stinging [power 116] (15 cooldown) 2.0 T1 totem charm [Ego] Nature While equipped: Stats +0(-5) Lck ----- def ----- Defense +0 (+0 eff.) (-5 (-2 eff.)) ---------- misc T.Disarm +0 (-5) Sting an enemy dealing 116 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
By Aencela the Higher Rogue level 10
5th Mirth 122nd year of Ascendancy at 00:35 see stats
By Aencela the Higher Rogue level 6
77th Pyre 122nd year of Ascendancy at 19:38 see stats
Log
Talent Dual Strike is ready to use.
Talent Coup de Grace is ready to use.
Talent Stealth is ready to use.
Talent Flurry is ready to use.
Rested for 49 turns (stop reason: all resources and life at maximum).
Aencela picks up (a.): healing infusion of the wizard (heal 68; cd 10).
Ran for 2 turns (stop reason: at door).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Aencela picks up (c.): regeneration infusion of the psychic (heal 186; 14 cd).
Aencela picks up (t.): miner's pair of rough leather boots of speed (0 def, 2 armour).
Today is the 2nd Summertide of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Ran for 6 turns (stop reason: at door).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 1 turns (stop reason: hostile spotted to the east (elven tempest)).
Elven tempest briefly catches sight of you!
Elven tempest casts Lightning.
Aencela is recovering from the damage!
Thunderstorm hits Aencela for 33 lightning damage.
Elven tempest hits Aencela for 171 lightning damage.
Elven tempest casts Timeless.
Thunderstorm hits Aencela for 30 lightning damage.
Elven tempest casts Lightning.
Elven tempest hits Aencela for 125 lightning damage.
Aencela the level 13 higher rogue was amped to death by an elven tempest on level 2 of Rhaloren Camp.