









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Harbinger 1.5.6 Possessor Bonus Class 1.5.4Donators/Buyers bonus! Forbidden Cults 1.5.9Official 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.
Round'em Up And Then Drown'em 1.4.0Drowning gets you good items but walking the whole big towns searching for rares is tedious. It works by overloading the town file with changed npc generation boundaries. I'm a programming noob (or even less), so go easy on me. There should be no errors though, only changes are 4 number values for each town. PS. I can't help but feel there was a better way of doing this. Sorry this addon is so heavy. Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Ashes of Urh'Rok 1.5.0Official 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:
Better Item Description 1.5.10This 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 Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Low Health Popup 1.1.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Embers of Rage 1.5.0Official 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:
Showing Items Tier in Inventory 1.5.10This 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 EquipDoll - Clean Item Names 1.5.10Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Harbinger |
| Level / Exp | 13 / 74% |
| Size | medium |
| Lifes / Deaths | Killed by Eilinawyn the copperhead snake at level 13 on the 12nd Dusk 122nd year of Ascendancy at 21:33 3 / 1 |
Primary Stats
| Strength | 37 (base 20) |
| Dexterity | 16 (base 16) |
| Constitution | 23 (base 10) |
| Magic | 18 (base 10) |
| Willpower | 43 (base 38) |
| Cunning | 17 (base 14) |
Resources
| Life | 367/367 |
| Mana | 337/337 |
| Equilibrium | 0 |
| Healing Factor | 1.4521708554697 |
| Regeneration | 5.1228803229859 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 16 |
| Infravision | 2 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 15 |
| Accuracy | 43 |
| Crit Chance | 17% |
| APR | 16 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 20 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +9% |
| Lightning | +21% |
| Acid | +21% |
Offense: Damage Penetration
| Darkness | +5% |
| Physical | +10% |
| Blight | +10% |
| Arcane | +15% |
| Fire | +20% |
| Mind | +10% |
Defense: Base
| Armour (hardiness) | 15.335093952971 (48.103448275862%) |
| Defense | 14 |
| Ranged Defense | 14 |
| Fatigue | 15 |
| Physical Save | 31 |
| Spell Save | 34 |
| Mental Save | 28 |
Defense: Resistances
| Acid | + 25%( 70%) |
| Blight | + 34%( 70%) |
| Physical | + 7%( 74%) |
| Cold | + 27%( 74%) |
| All | 0%( 70%) |
| Lightning | + 13%( 74%) |
| Light | + 6%( 70%) |
| Mind | + 3%( 70%) |
| Darkness | + 18%( 70%) |
| Fire | + 7%( 74%) |
| Nature | + 25%( 70%) |
Defense: Immunities
| Stun Resistance | 56% |
| Confusion Resistance | 56% |
| Poison Resistance | 26% |
| Blind Resistance | 36% |
| Silence Resistance | 20% |
| Bleed Resistance | 26% |
| Disarm Resistance | 23% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 36% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 126 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 191 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Wild-gift / Blizzard | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Tremor | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Wild-gift / Blaze | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Thunder | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Wild-gift / Cyclone | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Mindstar mastery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Endurance | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Rain | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Staff combat | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
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 must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 |
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 |
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. | active |
Equipment
| On feet | undeterred pair of iron boots (0 def, 3 armour)3.0 T1 feet armor [Ego+] Arcane While equipped: ----- def ----- Armour +3 Fatigue +2% Silence- +20% Confus- +20% Stun/Frz- +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | Voryma the Lightningshear (0 def, 1 armour)1.0 T1 hands armor [Rare] Master While equipped: Stats +2 Str +5 Mag +2 Wil +2 Con ----- def ----- Armour +1 Phys.save +10 (+5 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Disarm- +23% ---------- misc Infravis +2 Juggernaut: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | rough leather cap of strength (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
| Tool | dwarven-steel torque of mindblast 'Erelikan' [power 193] (6 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Phys.crit +7.0% Dmg.mod +9% blight Res.pen +10% blight +10% physical +15% arcane ----- def ----- Spell.save +12 (+6 eff.) ---------- misc Talents +3 Telekinetic Blast Fire a blast of psionic energies in a range 7 beam dealing 96.50 to 193.00 mind damage Puts all charms on 6 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Saletta the Lustrevalor0.1 T1 ring jewelry [Rare] Master While equipped: Stats +4 Str +4 Con dps ---------- Phys.pwr +6 (+3 eff.) ----- def ----- Resists +6% light ---------- misc Light +3 Rings can have magical properties. |
| On fingers | copper ring 'Woestreaker'0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Res.pen +5% darkness +10% mind Acc +8 (+3 eff.) Apr +8 Melee Ret 20 mind ----- def ----- Defense +8 (+7 eff.) Resists +3% mind +6% darkness 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 110% 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 can have magical properties. |
| Around waist | Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
| Main armor | Salewe (3 def, 8 armour)14.0 T3 heavy armor [Rare] Master While equipped: Stats +3 Str +5 Con ----- def ----- Armour +8 Defense +3 (+3 eff.) Fatigue +12% Resists +20% acid ---------- misc Light +2 Telepathy Demon/Minor Demon/Major A suit of armour made of mail. |
| In main hand | cruel elm magestaff (10-12 power, 2 apr, lightning element)5.0 T1 staff 2H weapon [Ego] Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +5.0% Spell.crit +1% Crit.mult +11.00% Spell.pwr +3 (+2 eff.) Dmg.mod +10% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| Cloak | linen cloak 'Khelakalthogund' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +2 Str +3 Mag +3 Cun +2 Con ----- def ----- Defense +1 (+1 eff.) Resists +9% blight +12% darkness +6% lightning Max.HP +35.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Light source | brass lantern 'Flamewither'2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +21% acid Res.pen +20% fire On Hit (Melee): * 15% chance to corrode armour by 30% ---------- 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. |
Inventory
healing infusion (heal 50)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 186 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 186 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion of the sneak (rad 6; power 30; turns 5; dispels darkness)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 15). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 30) for 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the psychic (resist 14%; cure mental)0.1 T1 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 Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of Reflection (absorb and reflect 190 for 5 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 190 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
thought-forged steel battleaxe of massacre (28.5-42.75 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Master/Psionic Power 28.5 - 42.8 Physical Uses 120% Str Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% Melee+ +10 mind On Hit: * 14% chance to cause random gloom While equipped: Stats +5 Cun +3 Wil Massive two-handed battleaxes. |
insidious steel dagger of persecution (10.5-13.65 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Nature/Disrupt Power 10.5 - 13.7 Physical Uses 45% Str, 45% Dex Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +14 insidious poison Against +7% Unnatural While equipped: Stats +2 Wil Sharp, short and deadly. |
manaburning iron dagger (10-13 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Disrupt Power 10.0 - 13.0 Physical Uses 45% Str, 45% Dex Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% On Hit: * 10 arcane resource burn Sharp, short and deadly. |
Malythel the Starzeal (29.5-44.25 power, 2 apr) =Str/Con=5.0 T2 greatmaul 2H weapon [Rare] Nature Power 29.5 - 44.3 Physical Uses 120% Str Acc+ +0.1% dam / acc Apr +2 Crit +1.0% Atk.spd 100% Melee+ +10 nature +9 temporal While equipped: Stats +3 Str +1 Dex +1 Cun +2 Con dps ---------- On Hit (Melee): * 30% chance to blind Massive two-handed mauls. |
Pus's kiss the steel greatsword (37.5-60 power, 2 apr)3.0 T2 greatsword 2H weapon [Random Unique] Arcane/Master/Psionic Power 37.5 - 60.0 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Melee+ +13 blight +9 darkness Against +12% Living On Hit: * Slows global speed by 40% * 10% chance to disease While equipped: dps ---------- Crit.mult +5.00% ----- def ----- Mind.save +3 (+1 eff.) Massive two-handed swords. |
creative mossy mindstar (2-2.2 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Ego] Nature/Psionic Power 2.0 - 2.2 Nature Uses 30% Wil, 10% Cun Mastery Psiblades Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Cun dps ---------- Mind.crit +1% Crit.mult +6.00% Mind.pwr +2 (+1 eff.) 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. |
mossy mindstar (2.5-2.75 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Normal] Nature Power 2.5 - 2.8 Nature Uses 30% Wil, 10% Cun Mastery Psiblades Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) 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. |
potent ash starstaff of fate (18-21.6 power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Ego] Arcane Power 18.0 - 21.6 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Spell.pwr +9 (+5 eff.) Dmg.mod +18% darkness ----- def ----- Phys.save +5 (+2 eff.) Spell.save +5 (+2 eff.) Mind.save +6 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
overgrown iron steamgun4.0 T1 steamgun 1H weapon Reqs Shoot Steam Pool [Ego] Nature/Steamtech Acc+ +0.1% dam / acc Apr +5 Atk.spd 100% Range +6 Proj.spd +600% On Hit: 10% Overgrowth 2 Uses 2.0 Steam While equipped: ----- def ----- HP.reg +0.50 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Dourpain (15.5-21.7 power, 3 apr)3.0 T2 waraxe 1H weapon [Random Unique] Arcane/Nature/Master Power 15.5 - 21.7 Mind Uses 100% Str Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% Melee+ +14 insidious poison +8 mind +5 lightning On Hit.r1 +4 mind On Hit: * 25% chance for lightning to arc to a second target While equipped: dps ---------- Res.pen +5% darkness Acc +5 (+2 eff.) ----- def ----- Defense +6 (+6 eff.) Disarm- +20% One-handed war axes. |
iron waraxe of erosion (11-15.4 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Nature Power 11.0 - 15.4 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +7 nature +6 temporal One-handed war axes. |
Beluchik (1 def, 2 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +3 Dex dps ---------- Phys.pwr +2 (+1 eff.) Dmg.mod +9% acid On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Armour +2 Defense +1 (+1 eff.) Resists +2% physical A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
mindwoven linen robe of corrosion (+15%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) Dmg.mod +10% acid ----- def ----- Resists +15% acid Mind.save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven linen robe of protection (3 def, 2 armour)2.0 T1 cloth armor [Ego] Arcane/Master While equipped: dps ---------- Spell.crit +2% Spell.pwr +2 (+1 eff.) ----- def ----- Armour +2 Defense +3 (+3 eff.) Phys.save +16 (+8 eff.) Spell.save +16 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Xudath (3 def, 5 armour)3.0 T1 feet armor [Rare] Master While equipped: Stats +3 Str +2 Cun +1 Con dps ---------- Acc +6 (+2 eff.) ----- def ----- Armour +5 Defense +3 (+3 eff.) Rng.Def +3 (+3 eff.) Fatigue +2% Resists +6% mind Phys.save +11 (+5 eff.) Mind.save +11 (+5 eff.) ---------- misc Max.stam +15.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
grounding pair of iron boots (0 def, 3 armour)3.0 T1 feet armor [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +5% lightning +5% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Ego] Psionic While equipped: dps ---------- Acc +5 (+2 eff.) ----- def ----- Armour +1 Phys.save +5 (+2 eff.) Mind.save +6 (+3 eff.) Disarm- +21% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
grounding rough leather cap (0 def, 1 armour)2.0 T1 head armor [Ego] Nature While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +6% temporal A cap made of leather. |
prismatic iron helm (0 def, 3 armour)3.0 T1 head armor [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +11% light +11% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap of absorption (0 def, 1 armour)2.0 T1 head armor [Ego] Nature While equipped: ----- def ----- Armour +1 Fatigue +1% ---------- misc Stam/ret +0.70 Equi/ret +0.70 A cap made of leather. |
rough leather cap of constitution (+2) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +2 Con ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
rough leather armour of acid resistance (1 def, 2 armour)9.0 T1 light armor [Ego] Master While equipped: ----- def ----- Armour +2 Defense +1 (+1 eff.) Fatigue +6% Resists +16% acid A suit of armour made of leather. |
iron plate armour of the dragon (3 def, 7 armour)17.0 T1 massive armor Reqs Heavy Armour Training 3 [Ego+] Nature While equipped: Stats +2 Str +1 Con ----- def ----- Armour +7 Defense +3 (+3 eff.) Fatigue +20% Resists +6% acid +6% physical +6% cold +6% lightning +6% fire Disarm- +22% Stun/Frz- +21% Knockbk- +20% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
acidic iron shield of fire resistance (+16%) (4 def, 2 armour, 22.5 block)7.0 T1 shield armor Reqs Heavy Armour Training 2 [Ego] Nature/Master While equipped: dps ---------- Melee+ 6 acid Melee Ret 10 acid ----- def ----- Armour +2 Defense +4 (+4 eff.) Rng.Def +4 (+4 eff.) Fatigue +6% Resists +16% fire ---------- misc Talents +1 Block Handheld deflection devices. |
4 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
aquamarine0.0 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. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe 'Growthumbra' (dig speed 38 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Melee Ret 4 nature On Hit (Melee): * 10 arcane resource burn * Slows global speed by 15% ----- def ----- Fatigue -5% Resists +3% acid +9% fire +9% temporal While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 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 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+5 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Asphyxiation (24/24)0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
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. |
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. |
pouch of iron shots of purging (2/16, 13-15.6 power, 1 apr)3.0 T1 shot ammo [Ego] Disrupt Power 13.0 - 15.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.1% dam / acc Apr +1 Crit +4.0% Capacity 16 Ranged+ +6 nature On Hit: * 25% chance to remove a magical effect Shots are used with slings to pummel your foes to death. |
elm wand of conjuration [power 91] (10 cooldown)2.0 T1 wand charm [Ego] Arcane Fire a bolt of a random element with (base) damage 46 to 91 Puts all charms on 10 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
6 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.0 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
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Betsy the Cornac Harbinger level 10
2nd Dusk 122nd year of Ascendancy at 21:24 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Betsy the Cornac Harbinger level 12
7th Dusk 122nd year of Ascendancy at 07:50 see stats
Log
Eilinawyn the copperhead snake hits Betsy for 76 cold, 12 physical (87 total damage).
Betsy uses Telekinetic Blast.
Eilinawyn the copperhead snake is knocked back!
Betsy hits Eilinawyn the copperhead snake for (30 to psi shield), 24 physical (24 total damage).
Eilinawyn the copperhead snake uses Realign.
Eilinawyn the copperhead snake receives 146 healing.
Eilinawyn the copperhead snake breathes sand!
Eilinawyn the copperhead snake hits Betsy for 80 physical damage.
Betsy the level 13 cornac harbinger was mutilated to death by Eilinawyn the copperhead snake on level 3 of Norgos Lair.
You have 3 life(s) left.
Betsy's skin returns to normal.
Betsy has shook off the effects of their corrosion.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Eilinawyn the copperhead snake killed Betsy!
Resting starts...
Talent Telekinetic Blast is ready to use.
Talent Infusion: Wild is ready to use.
Talent Infusion: Healing is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Fault is ready to use.
Talent Countershock is ready to use.
Rested for 24 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Saving done.




























































