










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Experience Controller 1.7.4
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
---
Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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:
Exponential Leveling 1.7.4Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Nyles GOD Mode 1.5.5Nyles GOD Mode is an addon that prevents you from being killed. Sort of. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. It works this way (there are two different modes inside):- When activated, start a New Game. - You will find under game options > gameplay, a new setting that lets you toggle godmode on or off. - You can change this setting any time at any place in the game. Upon spotting an enemy, you will be granted a huge amount of life and regen as well a an incredible amount of resistances. When all the enemies are killed, you stats will be reverted back to normal. Update v2.0.1
Update v2.0.0
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 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. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Orcs |
Mode | Madness Roguelike |
Sex | Female |
Race | Orc |
Class | Adventurer |
Level / Exp | 50 / 1111567% |
Size | huge |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 9084 (base 12) |
Dexterity | 9014 (base 12) |
Constitution | 9023 (base 12) |
Magic | 9023 (base 13) |
Willpower | 9019 (base 12) |
Cunning | 9017 (base 12) |
Resources
Mana | 5264/5264 |
Vim | 5196/5196 |
Life | 10050196/10050343 |
Stamina | 5152/5152 |
Insanity | 96/100 |
Healing Factor | 2.499999121109 |
Regeneration | 25001259.710644 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +36.295420702615% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Offense: Mainhand
Damage | 1321 |
Accuracy | 593 |
Crit Chance | 2716% |
APR | 7 |
Speed | 1.00 |
Offense: Spell
Spellpower | 591 |
Crit Chance | 100% |
Speed | 1 |
Offense: Mind
Mindpower | 774 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
Acid | +7% |
Physical | +9% |
Cold | +26% |
Lightning | +20% |
Light | +12% |
Darkness | +27% |
Mind | +36% |
Fire | +18% |
Nature | +38% |
Offense: Damage Penetration
Lightning | +52% |
Darkness | +51% |
All | 0% |
Defense: Base
Armour (hardiness) | 12 (74.708763900747%) |
Defense | 504 |
Ranged Defense | 514 |
Fatigue | 0 |
Physical Save | 493 |
Spell Save | 492 |
Mental Save | 492 |
Defense: Resistances
Acid | + 70%( 70%) |
Nature | + 70%( 70%) |
Darkness | + 70%( 70%) |
Cold | + 70%( 70%) |
Lightning | + 70%( 70%) |
Fire | + 70%( 70%) |
All | + 84%( 70%) |
Defense: Immunities
Stun Resistance | 63% |
Instadeath Resistance | 100% |
Pinning Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 2.5 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: 2.5 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 / Two-handed assault | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Demented / Tentacles | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Shadowflame | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Air | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Storm | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
Race / Orc | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Never Stop Running |
talent | Tempest |
talent | Feather Wind |
beneficial effect | Host of a Rime Wraith! Rime Wraith |
detrimental effect | Soul absorbed upon death. Soul Leech |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. | active |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You must assault the Vaporous Emporium to crush the morale of the Atmos tribe! * You must explore the Yeti Cave and destroy the patriarch! | active |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. | active |
You found a yeti mind control tinker. If you can tame 8 wild yetis and send them back to Kruk Pride they can be trained and sent back to you at your request using a psychoportation beacon. Yeti ReinforcementsWild yetis are mostly found in yeti's caves. * Captured 0/8 yetis. | active |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
On feet | ![]() 2.0 T5 feet armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +13 (+1 eff.) Dmg.mod +9% darkness +38% nature +36% mind Res.pen +31% darkness Melee Ret 13 cold On Hit (Melee): * 25% chance to reduce damage dealt by 128% ----- def ----- Armour +5 Resists +25% darkness A pair of boots made of leather. |
Light source | ![]() 2.0 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. |
On head | ![]() 3.0 T5 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +12 Str dps ---------- Crit.mult +25.14% Phys.pwr +15 (+1 eff.) Dmg.mod +12% fire +18% darkness +9% physical Res.pen +20% darkness Apr +3 On Hit (Melee): * 25% chance to reduce damage dealt by 128% ----- def ----- Armour +5 Fatigue +5% Resists +15% nature Skullcracker: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 106819.9 Physical damage. If the attack hits, the target is confused (50% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +3 Mag dps ---------- Melee+ 15 light Ranged+ 15 light Dmg.mod +12% light Rings make your fingers look great! |
Around waist | ![]() 1.0 T3 belt armor [Ego++] Nature/Psionic While equipped: Stats +5 Str +3 Wil +5 Con dps ---------- Phys.pwr +11 (+1 eff.) ----- def ----- Phys.save +10 (+1 eff.) Mind.save +11 (+1 eff.) Max.HP +82.00 ---------- misc Size +1 A belt that goes around your waist. |
In main hand | ![]() 5.0 T3 staff 1H weapon [Ego+] Nature/Master Power 20.0 - 24.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +8.0% Spell.crit +6% Phys.pwr +11 (+1 eff.) Spell.pwr +16 (+1 eff.) Dmg.mod +20% cold Acc +11 (+0 eff.) ----- def ----- Defense +10 (+0 eff.) ---------- misc Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.5 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 1091.65 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T2 hands armor [Ego] Master While equipped: Stats +4 Str dps ---------- Phys.pwr +7 (+1 eff.) ----- def ----- Armour +2 Unarmed combat: Power 21.0 - 23.1 Physical Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T3 cloak armor [Ego+] Nature While equipped: ----- def ----- Defense +2 (+0 eff.) Resists +7% acid +7% fire +7% lightning +7% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T3 amulet jewelry [Ego+] Arcane While equipped: Stats +4 Mag dps ---------- Spell.crit +5% Spell.pwr +5 (+1 eff.) Dmg.mod +7% acid +6% fire +6% cold +7% lightning Amulets make your neck look great! |
Inventory
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T5 schematic scroll Reqs Create Tinker [Unique] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 3.0 T5 battleaxe 2H weapon [Ego+] Nature Power 58.5 - 87.8 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Crit.r2 +61 acid +47 nature While equipped: dps ---------- Res.pen +23% acid +35% nature Apr +16 Massive two-handed battleaxes. |
![]() 5.0 T5 greatmaul 2H weapon [Ego++] Nature/Master Power 68.0 - 102.0 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% While equipped: Stats +13 Str +16 Dex +16 Mag +14 Wil +12 Cun +19 Con dps ---------- Res.pen +21% all Acc +31 (+1 eff.) Apr +21 Massive two-handed mauls. |
![]() 3.0 T4 greatsword 2H weapon [Ego+] Nature/Master Power 54.5 - 87.2 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Crit.r2 +7 fire While equipped: dps ---------- All.spd +7% Res.pen +13% fire Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon [Ego] Arcane Power 36.0 - 57.6 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +19 blight On Hit.r1 +20 fire On Hit: * 28% chance to reduce strength, dexterity, and constitution by 111 Massive two-handed swords. |
![]() 3.0 T3 mace 1H weapon [Ego+] Arcane/Master Power 26.5 - 37.1 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +14 cold While equipped: dps ---------- Res.pen +9% all Acc +7 (+0 eff.) Apr +8 Blunt and deadly. |
![]() 3.0 T4 mindstar 1H weapon [Ego+] Nature Power 12.5 - 13.8 Nature Uses 90% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+0 eff.) All.spd +9% Melee+ 16 fire Dmg.mod +12% fire Res.pen +16% fire ----- def ----- Resists +12% fire ---------- 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. |
![]() 5.0 T5 staff 2H weapon [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +14% Spell.pwr +26 (+1 eff.) Dmg.mod +30% fire ----- def ----- Armour +11 Defense +11 (+0 eff.) ---------- misc Vim/s.crit +6.00 Max.vim +16.00 Wards +3 fire Talents +5 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T1 staff 2H weapon [Normal] Power 10.0 - 12.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% temporal ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+1 eff.) Dmg.mod +20% cold Res.pen +10% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 4.0 T5 steamgun 1H weapon Reqs Steam Pool [Ego] Arcane/Master/Steamtech Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% Ranged+ +22 lightning Uses 2.0 Steam While equipped: Stats +6 Str dps ---------- Phys.pwr +15 (+1 eff.) Dmg.mod +18% lightning Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 T4 waraxe 1H weapon [Rare] Psionic Power 30.0 - 42.0 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +21 mind On Hit.r1 +24 fire On Crit.r2 +12 fire On Hit: * 22% chance to reduce all saves and defense by 164 While equipped: Stats +4 Mag +5 Wil +5 Cun dps ---------- Crit.mult +24.98% Phys.pwr +37 (+1 eff.) Res.pen +31% arcane ----- def ----- Spell.save +9 (+0 eff.) ---------- misc Light +4 One-handed war axes. |
![]() 2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+0 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+0 eff.) Resists +30% nature +11% all Phys.save +10 (+1 eff.) Spell.save +10 (+0 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() 2.0 T3 feet armor [Rare] Psionic While equipped: Stats +6 Mag +9 Wil +5 Cun dps ---------- Spell.crit +10% Dmg.mod +15% acid ----- def ----- Armour +3 Defense +15 (+0 eff.) Resists +6% arcane +3% physical Crit.chn- 18.73% Phys.save +11 (+1 eff.) Spell.save +10 (+0 eff.) Mind.save +11 (+1 eff.) Teleport- +25% A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Ego+] Nature While equipped: dps ---------- Mov.spd +10% ----- def ----- Armour +3 Fatigue -8% Max.HP +40.00 ---------- misc Stam/turn +0.40 A pair of boots made of leather. |
![]() 1.0 T4 hands armor [Plot Item] Steamtech While equipped: ----- def ----- Armour +1 ---------- misc Talents +1 Sand Shredder Unarmed combat: Power 7.0 - 7.7 Physical Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Apr +1 Crit +1.0% Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
![]() 1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Unarmed combat: Power 7.5 - 8.2 Physical Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T5 head armor [Random Unique] Disrupt/Psionic While equipped: Stats +3 Str +1 Mag +6 Wil +9 Cun dps ---------- Mind.crit +5% Mind.pwr +14 (+0 eff.) Dmg.mod +20% darkness +15% physical Melee Ret 12 darkness ----- def ----- Defense +3 (+0 eff.) Resists +3% acid +20% physical +18% darkness +14% blight +14% nature Crit.chn- 5.00% ---------- misc Max.hate +15.00 A pointy cloth hat, very wizardly... |
![]() 14.0 T4 heavy armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: ----- def ----- Armour +8 Defense +4 (+0 eff.) Fatigue +12% Resists +25% lightning +15% light +11% darkness A suit of armour made of mail. |
![]() 0.0 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. |
![]() 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 bomb tinker [Plot Item] Steamtech Place the bomb on the structural weakness.. This bomb was tailored to weaken the structure of the Dominion's port tower. If placed at the right spot it will explode after 100 turns and destroy the whole port. |
![]() 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 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 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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 376/400 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. |
![]() 3.0 T5 shot ammo [Ego+] Nature Power 53.5 - 64.2 Physical Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 20 On Hit: * 20% chance to create vines that bind the target to the ground dealing 1259 nature damage and pinning them for 3 turns Shots are used with slings to pummel your foes to death. |
![]() 3.0 T3 shot ammo [Ego+] Psionic Power 31.0 - 37.2 Physical Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 22 Ranged+ +17 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 1259 physical damage Shots are used with slings to pummel your foes to death. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By WHY DONT TREES WORK PLS the Orc Adventurer level 50
15th Retaking 124th year of Ascendancy at 02:42 see stats
By WHY DONT TREES WORK PLS the Orc Adventurer level 6
10th Retaking 124th year of Ascendancy at 11:05 see stats
By WHY DONT TREES WORK PLS the Orc Adventurer level 50
46th Retaking 124th year of Ascendancy at 20:32 see stats
By WHY DONT TREES WORK PLS the Orc Adventurer level 10
10th Retaking 124th year of Ascendancy at 11:05 see stats
By WHY DONT TREES WORK PLS the Orc Adventurer level 20
10th Retaking 124th year of Ascendancy at 11:05 see stats
By WHY DONT TREES WORK PLS the Orc Adventurer level 30
10th Retaking 124th year of Ascendancy at 11:05 see stats
By WHY DONT TREES WORK PLS the Orc Adventurer level 40
10th Retaking 124th year of Ascendancy at 11:05 see stats
By WHY DONT TREES WORK PLS the Orc Adventurer level 50
10th Retaking 124th year of Ascendancy at 11:05 see stats
By WHY DONT TREES WORK PLS the Orc Adventurer level 50
9th Revenge 124th year of Ascendancy at 06:56 see stats
By WHY DONT TREES WORK PLS the Orc Adventurer level 50
47th Retaking 124th year of Ascendancy at 04:29 see stats
By WHY DONT TREES WORK PLS the Orc Adventurer level 50
14th Retaking 124th year of Ascendancy at 19:09 see stats
By WHY DONT TREES WORK PLS the Orc Adventurer level 1
10th Retaking 124th year of Ascendancy at 11:05 see stats
By WHY DONT TREES WORK PLS the Orc Adventurer level 50
45th Retaking 124th year of Ascendancy at 10:29 see stats
By WHY DONT TREES WORK PLS the Orc Adventurer level 3
10th Retaking 124th year of Ascendancy at 11:05 see stats
By WHY DONT TREES WORK PLS the Orc Adventurer level 2
10th Retaking 124th year of Ascendancy at 11:05 see stats
Log
Crystallized Primal Root deactivates Hymn of Detection.
Crystallized Primal Root uses Stun.
Crystallized Primal Root misses WHY DONT TREES WORK PLS.
WHY DONT TREES WORK PLS resists the effect 'Hoarfrost'!
WHY DONT TREES WORK PLS is less impervious to physical effects.
Xerarita the shimmering crystal receives 72 healing from Rime Wraith from Xerarita the shimmering crystal.
WHY DONT TREES WORK PLS's tentacle fails to move Crystallized Primal Root!
Tentacle Constriction from WHY DONT TREES WORK PLS performs a melee critical strike against Crystallized Primal Root!
Crystallized Primal Root is weakened by the darkness!
Tentacle Constriction from WHY DONT TREES WORK PLS hits Crystallized Primal Root for (45 flat reduction), (9068 ignored), 0 darkness, (3 flat reduction), 0 light (0 total damage).
Spikes of Decrepitude hits WHY DONT TREES WORK PLS for 31 cold, 31 cold (61 total damage).
Rime Wraith from Xerarita the shimmering crystal hits WHY DONT TREES WORK PLS for 86 cold damage.
WHY DONT TREES WORK PLS performs a melee critical strike against Crystallized Primal Root!
WHY DONT TREES WORK PLS performs a melee critical strike against Crystallized Primal Root!
WHY DONT TREES WORK PLS performs a melee critical strike against Crystallized Primal Root!
New Achievement: Mender (Madness (Roguelike) difficulty)!
You collect a new ingredient: primal core (1).
WHY DONT TREES WORK PLS performs a melee critical strike against Crystallized Primal Root!
WHY DONT TREES WORK PLS hits Crystallized Primal Root for (45 flat reduction), 409 physical, (45 flat reduction), (1250 ignored), 0 physical, (7 flat reduction), 0 light, (45 flat reduction), 8445 darkness (8855 total damage).
WHY DONT TREES WORK PLS killed Crystallized Primal Root!
Xerarita the shimmering crystal casts Invoke Darkness.
WHY DONT TREES WORK PLS resists the effect 'Hoarfrost'!
Xerarita the shimmering crystal receives 72 healing from Rime Wraith from Xerarita the shimmering crystal.
Xerarita the shimmering crystal hits WHY DONT TREES WORK PLS for 194 cold damage.
Your constrict target has disappeared!
Spikes of Decrepitude hits WHY DONT TREES WORK PLS for 31 cold, 31 cold (61 total damage).
Rime Wraith from Xerarita the shimmering crystal hits WHY DONT TREES WORK PLS for 86 cold damage.
WHY DONT TREES WORK PLS deactivates Constrict.