Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Free Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the Error for prodigies learning introduced v1.7. Warning: Weight: 100 Superload: Items Vault 1.7.6Donators/Buyers bonus! Nekarcos's Quality of Life 07: Visible Size Categories 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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.
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: 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:
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! 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 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. 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 |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Cornac |
Class | Sun Paladin |
Level / Exp | 22 / 96% |
Size | huge |
Lifes / Deaths | Killed by Veludhetha the king cobra at level 11 on the 1st Summertide 122nd year of Ascendancy at 02:01 0 / 6Killed by Mayutha the wolf at level 13 on the 26th Dusk 122nd year of Ascendancy at 16:04 Killed by Aeruda the sick white wolf at level 17 on the 57th Dusk 122nd year of Ascendancy at 16:50 Killed by Emelydawen the black crystal at level 20 on the 2nd Haze 122nd year of Ascendancy at 05:15 Killed by Assassin Lord at level 22 on the 80th Haze 122nd year of Ascendancy at 01:23 Killed by Xanirin the brown bear at level 22 on the 10th Decay 122nd year of Ascendancy at 22:55 |
Primary Stats
Strength | 55 (base 44) |
Dexterity | 10 (base 10) |
Constitution | 19 (base 10) |
Magic | 61 (base 51) |
Willpower | 19 (base 10) |
Cunning | 12 (base 10) |
Resources
Life | -6/544 |
Mana | 218/271 |
Stamina | 195/198 |
Positive | 41/113 |
Healing Factor | 1.0791723257555 |
Regeneration | 4.5864823844609 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 1 |
See Invisible | 10 |
Offense: Mainhand
Damage | 85 |
Accuracy | 34 |
Crit Chance | 14% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 43 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 21 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +12% |
Light | 0% |
Nature | +3% |
Blight | +3% |
Physical | +7% |
Fire | +5% |
All | 0% |
Offense: Damage Penetration
Light | +5% |
Mind | +5% |
Fire | +25% |
Nature | +15% |
Defense: Base
Armour (hardiness) | 34.551211628464 (73.607947236566%) |
Defense | 16 |
Ranged Defense | 16 |
Fatigue | 23 |
Physical Save | 30 |
Spell Save | 30 |
Mental Save | 17 |
Defense: Resistances
Acid | + 12%( 70%) |
Blight | + 9%( 70%) |
Cold | + 12%( 70%) |
All | 0%( 70%) |
Lightning | + 8%( 70%) |
Light | + 30%( 70%) |
Temporal | + 15%( 70%) |
Mind | + 3%( 70%) |
Darkness | + 46%( 70%) |
Fire | + 18%( 70%) |
Nature | + 12%( 70%) |
Defense: Immunities
Stun Resistance | 24% |
Confusion Resistance | 20% |
Disarm Resistance | 32% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
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 245 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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 28% 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: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 600% 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 Strength stat. |
Class Talents
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Crusader | 1.30 |
| 1/5 |
| 2/5 |
| 3/5 |
| 1/5 |
Celestial / Combat | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Technique / Shield offense | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Radiance | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Two-handed assault | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Spell / Stone alchemy | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Celestial / Chants | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 4/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * 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 |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | 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. | 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: * '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.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed orc heart. * '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.' | 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 within3 lumberjacks have died. | done |
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 | pair of dwarven-steel boots 'Hellquarry' (0 def, 7 armour) pair of dwarven-steel boots 'Hellquarry' (0 def, 7 armour)3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +6 Str +3 Con dps ---------- Dmg.mod +3% blight +7% physical Res.pen +10% fire On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 22 ----- def ----- Armour +7 Fatigue -3% Resists +3% fire Phys.save +8 (+4 eff.) ---------- misc Max.enc +27 Infravis +1 Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | 276 alchemist ametrine 276 alchemist ametrine0.0 T1 yellow alchemist-gem [Normal] When used as an alchemist bomb: Lights terrain (power 10) Gems can be sold for money or used in arcane rituals. |
Light source | brass lantern of health brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +46.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | dwarven-steel helm 'Runaharandur' (0 def, 4 armour) dwarven-steel helm 'Runaharandur' (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Mind.crit +3% On Hit (Melee): * 10% chance to slow global speed by 40% ----- def ----- Armour +4 Fatigue +4% Resists +9% darkness +6% acid Confus- +20% ---------- misc Stam/ret +1.00 Equi/ret +0.70 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | supercharged elm wand of shielding [power 134] (23 cooldown) supercharged elm wand of shielding [power 134] (23 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 134 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 23 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | savior's copper ring of perseverance savior's copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +7 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +7 (+5 eff.) HP.reg +2.00 Stun/Frz- +24% Rings make your fingers look great! |
On fingers | Armyrethel Armyrethel0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Str +5 Mag +7 Wil +2 Cun +6 Con dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+2 eff.) Dmg.mod +12% darkness ----- def ----- Defense +5 (+4 eff.) Resists +24% darkness +9% lightning Rings make your fingers look great! |
Around waist | rough leather belt 'Anynaridar' rough leather belt 'Anynaridar'1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) Mind.pwr +5 (+3 eff.) On Hit (Melee): * 20% chance to slow global speed by 40% ----- def ----- Spell.save +5 (+3 eff.) ---------- misc Hate/m.crit +1.00 Max.hate +4.00 Max.psi +40.00 Size +1 A belt that goes around your waist. |
In main hand | steel greatmaul 'Spiderglean' (133% power, 2 apr) steel greatmaul 'Spiderglean' (133% power, 2 apr)5.0 T2 greatmaul 2H weapon [Random Unique] Master/Psionic Power 133% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +9 darkness +4 nature Against +10% Living On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +10.0% Dmg.mod +3% nature Res.pen +15% nature Acc +7 (+3 eff.) Melee Ret 4 nature ----- def ----- Defense +10 (+7 eff.) Disarm- +32% Massive two-handed mauls. |
On hands | rough leather gloves 'Filthwend' (0 def, 1 armour) rough leather gloves 'Filthwend' (0 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: dps ---------- Res.pen +5% mind +15% fire On Hit (Melee): * 20% chance to slow global speed by 40% * 20% chance to reduce all saves and defense by 15 ----- def ----- Armour +1 HP.reg +2.00 ---------- misc Stam/turn +0.50 Max.stam +13.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | Isowen the Lightrot (0 def, 9 armour) Isowen the Lightrot (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Random Unique] Arcane/Nature/Master While equipped: Stats +2 Wil dps ---------- Dmg.mod +6% fire Res.pen +5% light Melee Ret 2 fire ----- def ----- Armour +9 Fatigue +22% Resists +15% temporal +13% darkness +10% blight +16% fire +6% light ---------- misc Light +1 A suit of armour made of metal plates. |
Cloak | Torunarintir the Bloomsun (1 def, 5 armour) Torunarintir the Bloomsun (1 def, 5 armour)2.0 T1 cloak armor [Rare] Master While equipped: ----- def ----- Armour +5 Defense +1 (+1 eff.) Resists +6% acid +12% cold +3% mind +12% nature A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Choker of Dread Choker of Dread0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+2 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 60 power out of 11/60 The evilness of undeath radiates from this amulet. |
Inventory
Primal Infusion (affinity 11%; reduction 2; dur 4; cd 18) Primal Infusion (affinity 11%; reduction 2; dur 4; cd 18)0.1 infusion scroll [Unique] Nature 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 nature gift Description: Activate the infusion to heal for 11% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
heroism infusion of the wizard (die at -409; dur 6; cd 26) heroism infusion of the wizard (die at -409; dur 6; cd 26)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -409 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 818 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
regeneration infusion of the wizard (heal 274; 12 cd) regeneration infusion of the wizard (heal 274; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 274 life over 5 turns. 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. Press to compare to your current inscriptions |
Aerazor Aerazor0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +5 Dex +8 Cun +3 Con +7 Lck dps ---------- Spell.crit +2% Spell.pwr +10 (+4 eff.) Mov.spd +10% Dmg.mod +3% acid Acc +7 (+3 eff.) Melee Ret 4 acid ----- def ----- Defense +7 (+5 eff.) Fatigue -6% Unseen.red 11% HP.reg +1.00 ---------- misc Stam/turn +0.30 Mana/s.crit +1.00 Amulets make your neck look great! |
steel amulet 'Hykalthorebers' steel amulet 'Hykalthorebers'0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +2 Con dps ---------- Crit.mult +10.00% Res.pen +10% mind ----- def ----- Fatigue -4% Resists +13% mind Crit.chn- 5.00% HP.reg +1.00 Confus- +24% ---------- misc Infravis +1 Amulets make your neck look great! |
gold amulet 'Chamathel' gold amulet 'Chamathel'0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +1 Mag +4 Wil +3 Cun ----- def ----- Resists +16% mind Confus- +24% ---------- misc Light +2 Masteries +0.17 Celestial/Sun Amulets make your neck look great! |
Eilinytta Eilinytta0.1 T1 ring jewelry [Rare] Psionic While equipped: ----- def ----- Resists +18% lightning +6% temporal +3% cold Mind.save +6 (+4 eff.) Confus- +23% Rings make your fingers look great! |
copper ring of clarity copper ring of clarity0.1 T1 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +6 (+4 eff.) Confus- +20% Rings make your fingers look great! |
pixie's copper ring of pilfering pixie's copper ring of pilfering0.1 T1 ring jewelry [Ego++] Arcane/Master While equipped: Stats +3 Cun +3 Mag dps ---------- Spell.pwr +6 (+2 eff.) Acc +8 (+4 eff.) Apr +8 ----- def ----- Defense +8 (+6 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 3 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 97% 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! |
Chynik the steel ring Chynik the steel ring0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +4 Dex dps ---------- Dmg.mod +12% lightning Apr +4 ----- def ----- Armour +14 Resists +24% lightning Disease- +20% Rings make your fingers look great! |
steel ring steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
conjurer's gold ring conjurer's gold ring0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +4 Mag +5 Wil dps ---------- Spell.pwr +6 (+2 eff.) Rings make your fingers look great! |
gold ring of life gold ring of life0.1 T3 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +54.00 HP.reg +9.00 Heal.mod +12% Rings make your fingers look great! |
sneakthief's gold ring of pilfering sneakthief's gold ring of pilfering0.1 T3 ring jewelry [Ego++] Master While equipped: Stats +6 Cun +6 Dex dps ---------- Acc +18 (+7 eff.) Apr +9 ----- def ----- Defense +9 (+6 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 3 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 97% 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! |
Rhayarak (104% power, 1 apr) Rhayarak (104% power, 1 apr)3.0 T1 battleaxe 2H weapon [Rare] Master Power 104% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +7.5% Atk.spd 100% While equipped: Stats +2 Str +2 Wil dps ---------- Dmg.mod +21% physical Res.pen +10% physical Acc +10 (+5 eff.) Apr +9 ----- def ----- Resists +5% arcane Phys.save +18 (+9 eff.) Massive two-handed battleaxes. |
steel battleaxe 'Iceminister' (135% power, 5 apr) steel battleaxe 'Iceminister' (135% power, 5 apr)3.0 T2 battleaxe 2H weapon [Random Unique] Master/Psionic Power 135% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 100% Melee+ +18 darkness Against +23% Living On Crit.r2 +4 physical While equipped: dps ---------- Crit.mult +5.00% Res.pen +10% cold Massive two-handed battleaxes. |
balanced voratun battleaxe of massacre (181% power, 4 apr) balanced voratun battleaxe of massacre (181% power, 4 apr)3.0 T5 battleaxe 2H weapon [Ego] Master Power 181% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% While equipped: dps ---------- Acc +12 (+5 eff.) ----- def ----- Defense +7 (+5 eff.) Disarm- +36% Massive two-handed battleaxes. |
arcing iron greatmaul of crippling (119% power, 1 apr) arcing iron greatmaul of crippling (119% power, 1 apr)5.0 T1 greatmaul 2H weapon [Ego+] Arcane/Master Power 119% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 74 damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Massive two-handed mauls. |
arcing iron greatmaul of crippling (119% power, 1 apr) arcing iron greatmaul of crippling (119% power, 1 apr)5.0 T1 greatmaul 2H weapon [Ego+] Arcane/Master Power 119% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 74 damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Massive two-handed mauls. |
Mucushacker the steel greatsword (129% power, 2 apr) Mucushacker the steel greatsword (129% power, 2 apr)3.0 T2 greatsword 2H weapon [Random Unique] Arcane/Nature Power 129% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Crit.r2 +7 acid +16 nature On Hit: * Create an explosion dealing 74 cold damage (1/turn) On Crit: * Splash the target with acid dealing 124 damage over 5 turns and reducing armor and accuracy by 16 While equipped: dps ---------- Dmg.mod +10% cold Res.pen +12% acid +7% cold +13% nature Apr +9 ----- def ----- Defense +10 (+7 eff.) Resists +6% nature +3% temporal Def/telep +10 Res/telep +10% Dur/telep +10% Massive two-handed swords. |
plaguebringer's steel greatsword (125% power, 2 apr) plaguebringer's steel greatsword (125% power, 2 apr)3.0 T2 greatsword 2H weapon [Ego+] Arcane Power 125% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +7 blight On Hit: 20% Epidemic 2 On Hit: * 7% chance to reduce strength, dexterity, and constitution by 22 While equipped: ----- def ----- Disease- +19% Massive two-handed swords. |
Pouch of the Subconscious (20/20, 147% power, 15 apr) Pouch of the Subconscious (20/20, 147% power, 15 apr)3.0 T4 shot ammo Reqs Dex 28 [Unique] Psionic Power 147% Range: 1.2x Uses 10% Wil, 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 20 Ranged+ +25 mind +30 mind slow On Hit: * 50% chance to reload 1 ammo You find yourself constantly fighting an urge to handle this strange pouch of shot. |
steel shield 'Sparkbile' (0 def, 6 armour, 110% power, 63 block) steel shield 'Sparkbile' (0 def, 6 armour, 110% power, 63 block)7.0 T2 shield armor Reqs Shield usage training [Random Unique] Master When used to Attack: Power 110% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +63 Melee+ +4 lightning While equipped: Stats +3 Str +4 Dex dps ---------- Dmg.mod +3% lightning Res.pen +5% arcane Acc +4 (+2 eff.) Melee Ret 6 lightning ----- def ----- Armour +6 Fatigue +8% Resists +18% fire ---------- misc Talents +1 Block Handheld deflection devices. |
rejuvenating iron mail armour (2 def, 4 armour) rejuvenating iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% HP.reg +2.30 ---------- misc Stam/turn +0.50 A suit of armour made of mail. |
impenetrable steel mail armour of acid resistance (2 def, 11 armour) impenetrable steel mail armour of acid resistance (2 def, 11 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +11 Defense +2 (+2 eff.) Fatigue +12% Resists +16% acid 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. |
insulating rough leather belt of carrying insulating rough leather belt of carrying1.0 T1 belt armor [Ego] Arcane/Master While equipped: ----- def ----- Fatigue -4% Resists +6% fire +5% cold ---------- misc Max.enc +22 A belt that goes around your waist. |
Baryldir the Noontorrent Baryldir the Noontorrent1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.crit +5.0% Crit.mult +5.00% Phys.pwr +4 (+2 eff.) Dmg.mod +6% light +12% darkness Melee Ret 10 fire ----- def ----- Resists +6% light ---------- misc Light +1 A belt that goes around your waist. |
Layoba the Dourkin (6 def, 0 armour) Layoba the Dourkin (6 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Res.pen +10% darkness Melee Ret 2 darkness ----- def ----- Defense +6 (+5 eff.) Resists +6% nature Phys.save +7 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Earedas (0 def, 5 armour) Earedas (0 def, 5 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Str +1 Con ----- def ----- Armour +5 Fatigue -5% Phys.save +6 (+3 eff.) Die.at -80.00 life ---------- misc Max.enc +21 A pair of boots made of leather. |
Brightwreck (10 def, 3 armour) Brightwreck (10 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +3% light ----- def ----- Armour +3 Defense +10 (+7 eff.) Fatigue +2% Resists +6% lightning +6% temporal +6% light Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots of speed (0 def, 3 armour) pair of iron boots of speed (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Cyryminn the pair of dwarven-steel boots (0 def, 4 armour) Cyryminn the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +1 Cun +1 Wil dps ---------- Phys.crit +3.0% Crit.mult +10.00% Phys.pwr +4 (+2 eff.) Res.pen +15% darkness +11% temporal Apr +8 On Hit (Melee): * 20% chance to reduce all saves and defense by 15 ----- def ----- Armour +4 Fatigue +3% Resists +7% fire +10% temporal +16% darkness +7% cold Def/telep +16 Res/telep +12% Dur/telep +14% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Halunarilen the Skywalker (0 def, 1 armour) Halunarilen the Skywalker (0 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% lightning +9% light ----- def ----- Armour +1 Resists +3% blight +6% temporal +6% darkness Spell.save +3 (+2 eff.) HP.reg +2.00 ---------- misc Stam/turn +0.60 Max.stam +13.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Dagayatir (5 def, 3 armour) Dagayatir (5 def, 3 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +2 Wil dps ---------- Acc +5 (+2 eff.) ----- def ----- Armour +3 Defense +5 (+4 eff.) Fatigue +1% Resists +6% cold ---------- misc Stam/turn +3.00 Infravis +3 See.Invis +3 Breathe water A cap made of leather. |
Iveta (0 def, 1 armour) Iveta (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Mag +1 Wil +3 Con dps ---------- Dmg.mod +3% blight Res.pen +10% blight ----- def ----- Armour +1 Fatigue +1% Crit.chn- 15.00% A cap made of leather. |
rough leather cap of constitution (+3) (0 def, 1 armour) rough leather cap of constitution (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
Lightningire (2 def, 0 armour) Lightningire (2 def, 0 armour)2.0 T3 head armor [Random Unique] Nature/Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +26% lightning +12% acid ----- def ----- Defense +2 (+2 eff.) Resists +44% lightning +9% acid Mind.save +8 (+5 eff.) A pointy cloth hat, very wizardly... |
Wretchburst the iron helm (0 def, 3 armour) Wretchburst the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20% chance to slow global speed by 40% ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +5% temporal +6% nature A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
6 agate 6 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 When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
spinel spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 ametrine 4 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 When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine 6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 When used as an alchemist bomb: Bomb thrown range +1 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 When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
opal 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 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 amethyst 4 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 When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+5 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+4 eff.) Item imbue powers: Defense +6 (+5 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+4 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 garnet 3 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
104 alchemist agate 104 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. |
Weepmark Weepmark2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +3% nature ----- def ----- Resists +6% blight +3% fire +3% mind +1% physical Phys.save +18 (+9 eff.) ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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. |
scorching brass lantern scorching brass lantern2.0 T1 lite [Ego] Arcane While equipped: dps ---------- Melee Ret 10 fire ----- def ----- Resists +5% fire ---------- 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 of endurance (dig speed 39 turns) iron pickaxe of endurance (dig speed 39 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+6 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 6 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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 (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
By Josephine the Cornac Sun Paladin level 12
14th Dusk 122nd year of Ascendancy at 18:37 see stats
By Josephine the Cornac Sun Paladin level 10
8th Mirth 122nd year of Ascendancy at 10:38 see stats
By Josephine the Cornac Sun Paladin level 20
1st Haze 122nd year of Ascendancy at 01:49 see stats
By Josephine the Cornac Sun Paladin level 4
77th Pyre 122nd year of Ascendancy at 15:24 see stats
By Josephine the Cornac Sun Paladin level 22
80th Haze 122nd year of Ascendancy at 04:08 see stats
By Josephine the Cornac Sun Paladin level 11
1st Summertide 122nd year of Ascendancy at 02:01 see stats
By Josephine the Cornac Sun Paladin level 7
4th Mirth 122nd year of Ascendancy at 01:14 see stats
By Josephine the Cornac Sun Paladin level 12
3rd Summertide 122nd year of Ascendancy at 15:38 see stats
By Josephine the Cornac Sun Paladin level 18
70th Dusk 122nd year of Ascendancy at 15:01 see stats
Log
Josephine overcomes the gloom.
Josephine is cured!
Josephine lessens the pain.
Josephine uses Infusion: Movement.
Josephine is moving at extreme speed!
Xanirin the brown bear is not stunned anymore.
Rotting Disease from Elder vampire hits Xanirin the brown bear for 16 blight damage.
Xanirin the brown bear uses Beckon.
Josephine has been beckoned.
Josephine casts Sun Ray.
Xanirin the brown bear shrugs off the effect 'Blinded'!
Josephine slows down.
Josephine hits Xanirin the brown bear for 119 light damage.
Rotting Disease from Elder vampire hits Xanirin the brown bear for 16 blight damage.
Xanirin the brown bear's Beyond the Flesh performs a melee critical strike against Josephine!
Josephine is crippled.
Josephine is stunned with fear!
Xanirin the brown bear's Beyond the Flesh hits Josephine for 101 physical, 20 physical (122 total damage).
Rotting Disease from Elder vampire hits Xanirin the brown bear for 16 blight damage.
Melee retaliation hits Xanirin the brown bear for 15 light, 1 fire, (1 to psi shield), 2 nature (19 total damage).
Xanirin the brown bear uses Slash.
Xanirin the brown bear performs a melee critical strike against Josephine!
Josephine is jolted to attention by the damage and is no longer being beckoned.
Josephine is no longer beckoned.
Melee retaliation hits Xanirin the brown bear for 6 light, 0 fire, (0 to psi shield), 0 nature (8 total damage).
Xanirin the brown bear hits Josephine for 162 physical, 20 physical (183 total damage).
Josephine the level 22 cornac sun paladin was eviscerated to death by Xanirin the brown bear on level 1 of Old Forest.