











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escort Rescheduling 1.7.0Slightly adjust the random level selection for escort quests to avoid levels with zone bosses. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Go to Landmark 1.7.4Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
Schematic Recycling 1.6.6Undoes a small change in release 1.1.5 of the Embers of Rage DLC, allowing schematics to once again be transmogrified via the Transmogrification Chest or melted down in the Automated Portable Extractor. 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 Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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. 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 Roguelike |
Sex | Female |
Race | Cornac |
Class | Adventurer |
Level / Exp | 22 / 55% |
Size | medium |
Lifes / Deaths | Killed by Poralevena the hornet swarm at level 22 on the 77th Dusk 122nd year of Ascendancy at 02:01 / 1 |
Primary Stats
Strength | 15 (base 12) |
Dexterity | 42 (base 39) |
Constitution | 12 (base 12) |
Magic | 15 (base 12) |
Willpower | 14 (base 12) |
Cunning | 54 (base 51) |
Resources
Mana | 194/246 |
Equilibrium | 10 |
Steam | 100/100 |
Life | -81/485 |
Psi | 109/124 |
Stamina | 144/199 |
Paradox | 734 |
Healing Factor | 1.2691526171257 |
Regeneration | 31.70971320644 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 2 |
See Stealth | 5 |
See Invisible | 11 |
Offense: Mainhand
Damage | 53 |
Accuracy | 58 |
Crit Chance | 29% |
APR | 16 |
Speed | 1.00 |
Offense: Offhand
Damage | 38 |
Accuracy | 58 |
Crit Chance | 29% |
APR | 16 |
Speed | 1.00 |
Offense: Spell
Spellpower | 15 |
Crit Chance | 15% |
Speed | 1 |
Offense: Mind
Mindpower | 25 |
Crit Chance | 15% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +7% |
Blight | +12% |
Arcane | +9% |
Physical | +16% |
All | 0% |
Offense: Damage Penetration
Lightning | +13% |
Light | +11% |
All | +6% |
Defense: Base
Armour (hardiness) | 21 (44.574340358689%) |
Defense | 62 |
Ranged Defense | 62 |
Fatigue | 0 |
Physical Save | 31 |
Spell Save | 17 |
Mental Save | 28 |
Defense: Resistances
Darkness | + 3%( 70%) |
Physical | + 13%( 70%) |
Temporal | + 7%( 70%) |
Lightning | + 42%( 70%) |
Arcane | + 9%( 70%) |
Acid | + 8%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Pinning Resistance | 15% |
Confusion Resistance | 10% |
Teleport Resistance | 100% |
Disarm Resistance | 100% |
Bleed Resistance | 70% |
Silence Resistance | 30% |
Stun Resistance | 92% |
Instadeath Resistance | 100% |
Knockback Resistance | 15% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 53 with a minimum range of 15. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 26 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. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 150 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
Technique / Duelist | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Psi-fighting | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Tireless Combatant | 1.00 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Chronomancy / Flux | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Ambush | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Tactical | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Wild-gift / Ooze | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Cunning / Scoundrel | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| 5/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you gained knowledge of tinker technology. | 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 have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed warg claw. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' | 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 within2 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
Psionic focus | ![]() 1.0 T2 dagger 1H weapon [Random Unique] Arcane/Master Power 13.0 - 16.9 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 26 damage over 5 turns and reducing armor and accuracy by 4 While equipped: dps ---------- Phys.crit +6.0% Res.pen +6% all Acc +5 (+1 eff.) Apr +6 ----- def ----- Armour +4 Resists +2% physical Cut- +10% Sharp, short and deadly. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego] Master/Psionic While equipped: Stats +3 Dex dps ---------- Acc +13 (+3 eff.) ----- def ----- Armour +2 Fatigue +3% HP.reg +4.00 Disarm- +80% ---------- misc Stam/turn +0.80 Max.stam +16.00 Talents +3 Iron Grip 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. |
Light source | ![]() 1.0 T3 lite [Ego] Master/Psionic While equipped: ----- def ----- Mind.save +7 (+4 eff.) ---------- misc Light +7 See.Stealth +5 See.Invis +11 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Acc +15 (+3 eff.) ----- def ----- Armour +4 Fatigue +5% Resists +5% arcane Max.HP +20.00 Silence- +30% Confus- +10% ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On feet | ![]() 2.0 T3 feet armor [Ego+] Nature While equipped: ----- def ----- Armour +3 Phys.save +9 (+4 eff.) HP.reg +4.00 Heal.mod +13% Pinning- +15% Knockbk- +15% Teleport- +100% A pair of boots made of leather. |
Tool | ![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn (cooling down: 6 turns) 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 | ![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+4 eff.) HP.reg +2.00 Stun/Frz- +21% Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +11% physical ----- def ----- Defense +4 (+1 eff.) Resists +11% physical Rings make your fingers look great! |
Around neck | ![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% lightning Heal.mod +12% Cut- +40% Stun/Frz- +21% Heal: Puts all charms on 35 cooldown Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 173 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
In main hand | ![]() 1.0 T2 dagger 1H weapon [Random Unique] Arcane Power 17.0 - 22.1 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+ +8 cold On Hit: * Create an explosion dealing 16 lightning damage (1/turn) On Crit: * Splash the target with acid dealing 26 damage over 5 turns and reducing armor and accuracy by 4 While equipped: dps ---------- Dmg.mod +7% lightning +12% blight Res.pen +7% lightning ---------- misc Max.stam +10.00 Sharp, short and deadly. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Psionic While equipped: Stats +1 Cun +2 Wil dps ---------- Crit.mult +5.00% ----- def ----- Armour +6 Phys.save +3 (+1 eff.) Mind.save +6 (+3 eff.) Max.HP +40.00 HP.reg +2.00 Disarm- +20% ---------- misc Max.psi +20.00 A belt that goes around your waist. |
In off hand | ![]() 1.0 T2 dagger 1H weapon [Random Unique] Arcane/Master/Psionic Power 11.0 - 14.3 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+ +8 temporal On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +3 Str dps ---------- Dmg.mod +9% arcane +5% physical Acc +7 (+1 eff.) On Hit (Melee): * 20% chance to reduce all saves and defense by 17 ----- def ----- Resists +5% arcane +8% temporal Sharp, short and deadly. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Res.pen +5% light ----- def ----- Defense +7 (+1 eff.) Resists +30% lightning Phys.save +20 (+9 eff.) Die.at -60.00 life Cut- +10% Stun/Frz- +50% 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] Nature While equipped: ----- def ----- Armour +2 Defense +23 (+5 eff.) Fatigue +6% Resists +9% acid +3% darkness +3% lightning Die.at -20.00 life Max.HP +23.00 Cut- +10% A suit of armour made of leather. |
Inventory
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 nature, 2 physical, 4 darkness, 5 temporal 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 14 Travel.spd 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 37 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. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.20 Amulets make your neck look great! |
![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +13% acid Res.pen +15% mind Acc +15 (+3 eff.) Apr +2 ----- def ----- Resists +26% acid +5% physical Phys.save +9 (+4 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Str +5 Dex +2 Mag +1 Con dps ---------- Dmg.mod +12% cold Res.pen +10% lightning ----- def ----- Resists +9% light +24% cold Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Random Unique] Master While equipped: Stats +4 Con dps ---------- Dmg.mod +6% nature Acc +7 (+1 eff.) Apr +9 ----- def ----- Armour +4 Defense +24 (+6 eff.) Spell.save +23 (+13 eff.) ---------- misc Max.stam +27.00 Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +11% darkness ----- def ----- Armour +6 Resists +22% darkness Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+3 eff.) Spell.pwr +7 (+6 eff.) Mind.pwr +7 (+4 eff.) ----- def ----- Armour +4 Rings make your fingers look great! |
![]() 1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Cun, 55% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+5 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
![]() 1.0 T3 dagger 1H weapon [Ego] Master Power 26.0 - 33.8 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: dps ---------- Acc +7 (+1 eff.) ----- def ----- Defense +7 (+1 eff.) Disarm- +24% Sharp, short and deadly. |
![]() 5.0 T1 staff 2H weapon [Rare] Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +2 Dex dps ---------- Phys.crit +3.0% Spell.crit +7% Crit.mult +11.00% Spell.pwr +3 (+3 eff.) Dmg.mod +12% physical +10% temporal Res.pen +10% nature +15% physical ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T3 whip 1H weapon [Unique] Nature Power 28.0 - 30.8 Physical Uses 100% Dex Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +8 Crit +5.0% Atk.spd 125% Melee+ +22 poison +22 bleed On Hit: 30% Disarm 3 While equipped: dps ---------- Acc +10 (+2 eff.) ---------- misc See.Stealth +9 See.Invis +9 A long whip of linked metal joints finished with a viciously sharp barb leaking terrible venom. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Res.pen +5% physical Acc +15 (+3 eff.) ----- def ----- Resists +6% fire +6% cold Mind.save +3 (+2 eff.) Die.at -20.00 life ---------- misc Max.stam +20.00 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Con dps ---------- Phys.crit +3.0% Phys.pwr +2 (+1 eff.) ----- def ----- Defense +10 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+4 eff.) ---------- misc Max.stam +10.00 Size +1 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Resists +6% lightning +6% temporal HP.reg +4.00 Cut- +20% Silence- +20% Pinning- +20% A belt that goes around your waist. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Wil +2 Cun +1 Con ----- def ----- Armour +1 Fatigue -5% Crit.chn- 10.00% Phys.save +5 (+2 eff.) ---------- misc Max.enc +20 A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Melee Ret 4 mind ----- def ----- Armour +3 Fatigue +2% Resists +6% mind Silence- +20% Confus- +22% Stun/Frz- +22% ---------- misc Mana/turn +0.20 Mana/s.crit +2.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +3% physical Res.pen +5% darkness Melee Ret 6 light 2 darkness ----- def ----- Armour +3 Defense +20 (+5 eff.) Fatigue -3% Phys.save +6 (+3 eff.) ---------- misc Max.enc +23 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Cun +3 Str dps ---------- Phys.pwr +6 (+3 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +6% darkness +3% lightning Crit.chn- 10.00% Spell.save +3 (+3 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T2 hands armor [Rare] Psionic While equipped: Stats +3 Cun dps ---------- Dmg.mod +6% cold Res.pen +10% light +5% cold Acc +7 (+1 eff.) On Hit (Melee): * 20% chance to reduce all saves and defense by 17 ----- def ----- Armour +2 Resists +9% cold +8% darkness +9% light ---------- misc Infravis +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 18 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T1 head armor [Rare] Arcane While equipped: Stats +3 Con dps ---------- Phys.crit +2.0% Phys.pwr +5 (+3 eff.) Dmg.mod +11% darkness Res.pen +5% mind ----- def ----- Armour +4 Defense +1 (+0 eff.) Resists +16% darkness ---------- misc Stam/turn +2.00 A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Rare] Arcane While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +25 (+11 eff.) Dmg.mod +13% arcane Acc +5 (+1 eff.) ----- def ----- Defense +2 (+0 eff.) Max.HP +40.00 Disarm- +20% ---------- misc Max.mana +51.00 A pointy cloth hat, very wizardly... |
![]() 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 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+4 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+4 eff.) Mind.save +6 (+3 eff.) 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 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+3 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+3 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +5 Str +3 Cun ----- def ----- Fatigue -8% Spell.save +6 (+4 eff.) Mind.save +9 (+5 eff.) Max.HP +60.00 Def/telep +15 Res/telep +15% Dur/telep +15% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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. |
![]() 0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
![]() 1.0 T3 lite [Rare] Master While equipped: Stats +3 Cun +4 Con dps ---------- Res.pen +25% mind ---------- misc Light +11 Infravis +1 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+5 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 7 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 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 Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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 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 Soa the Cornac Adventurer level 18
33rd Dusk 122nd year of Ascendancy at 04:42 see stats
By Soa the Cornac Adventurer level 10
1st Flare 122nd year of Ascendancy at 04:32 see stats
By Soa the Cornac Adventurer level 20
58th Dusk 122nd year of Ascendancy at 02:49 see stats
By Soa the Cornac Adventurer level 19
40th Dusk 122nd year of Ascendancy at 11:40 see stats
By Soa the Cornac Adventurer level 9
9th Mirth 122nd year of Ascendancy at 15:07 see stats
By Soa the Cornac Adventurer level 9
1st Summertide 122nd year of Ascendancy at 07:34 see stats
By Soa the Cornac Adventurer level 16
7th Dusk 122nd year of Ascendancy at 03:27 see stats
Log
Bleeding from Soa hits Islulaith the cold drake hatchling for 44 physical damage.
Acid Splash from Soa hits Islulaith the cold drake hatchling for 4 acid damage.
Golem (servant of Salikira the orc archer) misses Bloated ooze.
Poralevena the hornet swarm misses Soa.
Poralevena the hornet swarm misses Soa.
Soa's Beyond the Flesh hits Poralevena the hornet swarm for 55 physical damage.
Soa shares damage with her oozes!
Soa converts damage to paradox!
Islulaith the cold drake hatchling hits Soa for (15 parried), (3 converted), 9 physical, (12 converted), 29 darkness, (15 parried), (1 converted), 4 physical, (6 converted), 14 darkness (57 total damage).
Blade Flurry performs a melee critical strike against Islulaith the cold drake hatchling!
Islulaith the cold drake hatchling wanders around!
Poralevena the hornet swarm's is vulnerable to attacks and effects!
Soa shares damage with her oozes!
Soa converts damage to paradox!
Soa hits Cold drake hatchling for 17 lightning damage.
Soa hits Brown bear for 17 lightning damage.
Soa hits Islulaith the cold drake hatchling for 20 lightning damage.
Soa hits Cold drake hatchling for 17 lightning damage.
Soa hits Poralevena the hornet swarm for 65 physical, 7 cold, 14 lightning, 47 physical, 6 temporal (140 total damage).
Soa hits Golem (servant of Salikira the orc archer) for (17 absorbed), 0 lightning (0 total damage).
Soa hits Something for 17 lightning damage.
Blade Flurry hits Islulaith the cold drake hatchling for 124 physical, 4 cold, 60 physical, 9 temporal (199 total damage).
Melee retaliation hits Soa for (0 converted), 1 cold, (0 converted), 1 cold (2 total damage).
Poralevena the hornet swarm misses Soa.
Soa shares damage with her oozes!
Soa converts damage to paradox!
Acid Splash from Soa hits Poralevena the hornet swarm for 4 acid damage.
Poralevena the hornet swarm hits Soa for (4 converted), 10 physical (10 total damage).
Soa the level 22 cornac adventurer was eviscerated to death by Poralevena the hornet swarm on level 1 of Old Forest.