










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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.
Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit 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 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. Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Higher |
Class | Anorithil |
Level / Exp | 26 / 77% |
Size | medium |
Lifes / Deaths | Killed by devourer at level 26 on the 2nd Flare 123rd year of Ascendancy at 20:02 / 1 |
Primary Stats
Strength | 14 (base 10) |
Dexterity | 16 (base 10) |
Constitution | 42 (base 40) |
Magic | 81 (base 57) |
Willpower | 22 (base 10) |
Cunning | 23 (base 23) |
Resources
Life | -280/727 |
Mana | 17/310 |
Negative | 3/125 |
Positive | 42/125 |
Healing Factor | 1.2839880031269 |
Regeneration | 6.7409370164164 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +8.8817841970013E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 12 |
Infravision | 4 |
See Invisible | 24 |
Offense: Mainhand
Damage | 34 |
Accuracy | 22 |
Crit Chance | 7% |
APR | 10 |
Speed | 1.00 |
Offense: Spell
Spellpower | 56 |
Crit Chance | 30% |
Speed | 1 |
Offense: Mind
Mindpower | 22 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +25% |
Lightning | +9% |
Light | +39% |
Temporal | +11% |
Blight | +9% |
Physical | +6% |
Fire | 0% |
All | 0% |
Offense: Damage Penetration
Mind | +35% |
Physical | +20% |
Light | 0% |
All | 0% |
Defense: Base
Armour (hardiness) | 19 (35.65183292883%) |
Defense | 37 |
Ranged Defense | 37 |
Fatigue | 0 |
Physical Save | 29 |
Spell Save | 41 |
Mental Save | 20 |
Defense: Resistances
Cold | + 33%( 70%) |
Lightning | + 21%( 70%) |
Light | + 21%( 70%) |
Temporal | + 27%( 70%) |
Darkness | + 29%( 70%) |
Arcane | + 31%( 70%) |
Fire | + 32%( 70%) |
All | + 21%( 70%) |
Defense: Immunities
Stun Resistance | 60% |
Confusion Resistance | 30% |
Teleport Resistance | 10% |
Pinning Resistance | 20% |
Instadeath Resistance | 100% |
Blind Resistance | 65% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 526% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
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 mental and magical effect and reduce all damage taken by 23% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning 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 101 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 Magic stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 299 damage for 4 turns. Its effects scale with your Magic stat. |
Class Talents
Celestial / Eclipse | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Celestial / Circles | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Celestial / Twilight | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Celestial / Star fury | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Celestial / Sunlight | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Generic Talents
Celestial / Light | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Celestial / Hymns | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
beneficial effect | The target is surrounded by a magical shield, absorbing 331/331 damage before it crumbles. Damage Shield |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lone alchemist from death by fire drake. Escort: lone alchemist (level 1 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | 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 |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * You've found the needed warg claw. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' | 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 within6 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +3 Str offense ------ Accuracy +15 (+7 eff.) Ignore Armor +2 On-Hit (Melee): * 20% chance to slow global speed by 41% defense ------ Armor +3 Resistance +8% fire +9% cold Life +80.00 Life Regen +4.00 A pair of boots made of leather. |
Light source | ![]() 1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.0 Power cost 25 out of 2/25. Range 5 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 117.12 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 117.12 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
On head | ![]() 3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Wil +4 Mag offense ------ Damage +10% light defense ------ Armor +6 Fatigue +4% Resistance +10% darkness Blind Resist +30% Confus Resist +30% other ------- Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Tool | ![]() 2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: Stats +2 Con other ------- Light +3 Infravision +3 See Invisibility +24 Blast the opponent's mind dealing 170 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to reduce fatigue by 32% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Mag defense ------ Spell save +4 (+1 eff.) Life Regen +1.00 Stun Resist +20% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Arcane While equipped: Stats +4 Mag +5 Wil offense ------ Spellpower +9 (+3 eff.) Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: Stats +5 Mag offense ------ Spellpower +3 (+1 eff.) When Hit 4 blight defense ------ Armor +4 Resistance +6% cold Physical save +12 (+6 eff.) Mind save +6 (+3 eff.) Unlife -60.00 life Blind Resist +20% A belt that goes around your waist. |
In main hand | ![]() 5.0 Encumbrance T3 staff 2H weapon [Rare] Master Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +11% Critical power +10.00% Spellpower +9 (+3 eff.) Damage +24% light +20% darkness Ignore resists +35% mind other ------- EQ when Hit +0.08 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 Encumbrance T2 hands armor [Rare] Arcane While equipped: Stats +3 Wil offense ------ On-Hit 11 temporal On-Ranged-Hit 7 temporal Damage +6% temporal defense ------ Armor +2 Resistance +6% fire +7% temporal Life +80.00 Healmod +5% Stun Resist +20% other ------- Psi when Hit +0.04 Unarmed combat: Weapon Damage 18.0 - 19.8 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: * 10% chance to gain 10% of a turn (3/turn limit) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 2.0 Encumbrance T2 cloth armor [Rare] Arcane While equipped: offense ------ Spell Crit +4% Physical Power +10 (+5 eff.) Spellpower +3 (+1 eff.) Damage +9% lightning Ignore resists +20% physical Ignore Armor +4 defense ------ Resistance +9% all Spell save +19 (+6 eff.) Unlife -60.00 life A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: offense ------ On-Hit (Melee): * 10 arcane resource burn defense ------ Defense +24 (+9 eff.) Resistance +5% arcane Physical save +8 (+4 eff.) Pinning Resist +20% Stun Resist +20% Teleport Resist +10% 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 Encumbrance T2 amulet jewelry [Rare] Arcane While equipped: Stats +5 Dex +3 Mag offense ------ Spell Crit +6% Spellpower +4 (+1 eff.) Damage +5% temporal +5% light +9% blight +6% physical +5% darkness On-Hit (Melee): * 20% chance to reduce all saves and defense by 15 defense ------ Armor +4 Defense +10 (+4 eff.) other ------- Stamina/turn +3.00 Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 664% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 430 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 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 33% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 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: 3 temporal, 4 darkness, 5 blight, 4 mind, 4 physical Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +3% cold defense ------ Resistance +13% lightning Silence Resist +20% Stun Resist +22% Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +5 Dex +3 Mag +3 Cun +5 Con offense ------ Spellpower/crit +3 Move Speed +10% defense ------ Fatigue -6% Life Regen +2.00 other ------- Stamina/turn +0.30 Mana/turn +0.13 Max mana +20.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Psionic While equipped: defense ------ Fatigue -5% Mind save -7 (-6 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
![]() 3.0 Encumbrance T3 battleaxe 2H weapon Reqs Str 24 [Random Unique] Disrupt/Master/Psionic Weapon Damage 29.0 - 43.5 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% On Hit: * 13% chance to slow global speed by 41% * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +6 Str offense ------ Damage +9% acid +12% physical Accuracy +10 (+5 eff.) When Hit 6 light other ------- Light +2 Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T2 greatsword 2H weapon Reqs Str 16 [Ego] Arcane Weapon Damage 27.0 - 43.2 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On Critical: * Splash the target with acid dealing 158 damage over 5 turns and reducing armor and accuracy by 20 Massive two-handed swords. |
![]() 3.0 Encumbrance T2 greatsword 2H weapon Reqs Str 16 [Ego+] Nature/Psionic Weapon Damage 22.5 - 36.0 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +7 darkness Damage Against +13% Living While equipped: Stats +7 Con +10 Wil defense ------ Life +33.00 Massive two-handed swords. |
![]() 3.0 Encumbrance T3 greatsword 2H weapon Reqs Str 24 [Ego+] Arcane Weapon Damage 37.5 - 60.0 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +24 blight On Hit: 20% Epidemic level 3 On Hit: * 14% chance to reduce strength, dexterity, and constitution by 27 While equipped: defense ------ Disease Resist +34% Massive two-handed swords. |
![]() 1.0 Encumbrance T1 dagger 1H weapon [Rare] Nature Weapon Damage 10.0 - 13.0 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On Hit: * 10 arcane resource burn While equipped: Stats +7 Dex +7 Wil +6 Con offense ------ Physical Crit +3.0% defense ------ Resistance +3% cold Life +10.00 Sharp, short and deadly. |
![]() 1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Weapon Damage 15.0 - 19.5 Physical Uses 100% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +10.0% Attack Speed 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex defense ------ Slow Projectiles +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
![]() 4.0 Encumbrance T3 steamgun 1H weapon Reqs Dex 24 Shoot Steam Pool [Ego+] Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Attack Speed 100% Range +9 Projectile Speed +600% Uses 2.0 Steam While equipped: offense ------ Physical Crit +10.0% Accuracy +16 (+8 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 Encumbrance T4 steamgun 1H weapon Reqs Dex 35 Shoot Steam Pool [Ego] Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Attack Speed 100% Range +9 Projectile Speed +600% Uses 2.0 Steam While equipped: offense ------ Physical Crit +1.0% Accuracy +8 (+4 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 Encumbrance T3 shot ammo Reqs Dex 24 [Ego] Nature/Master Weapon Damage 34.5 - 41.4 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 19 On-ranged-hit +5 nature Shots are used with slings to pummel your foes to death. |
![]() 2.0 Encumbrance T2 cloth armor [Ego+] Arcane While equipped: offense ------ Spell Crit +3% Spellpower +16 (+5 eff.) Damage +7% all defense ------ Resistance +9% all Spell save +15 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 Encumbrance T2 light armor [Ego+] Master/Psionic While equipped: Stats +4 Cun +4 Dex defense ------ Armor +7 Defense +10 (+4 eff.) Fatigue +7% Resistance +6% mind Mind save +11 (+6 eff.) A suit of armour made of leather. |
![]() 2.0 Encumbrance T3 cloak armor [Ego+] Arcane/Master While equipped: Stats +3 Dex +2 Mag +3 Wil +3 Cun offense ------ Accuracy +5 (+2 eff.) Ignore Armor +5 defense ------ Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 Encumbrance T3 feet armor [Rare] Nature While equipped: offense ------ When Hit 6 mind defense ------ Armor +4 Fatigue +3% Resistance +9% lightning +7% temporal +12% fire Confus Resist +20% Stun Resist +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 Encumbrance T2 hands armor [Ego+] Nature While equipped: offense ------ On-Hit 7 cold Damage +6% cold defense ------ Armor +2 Fatigue +3% Resistance +5% cold Life Regen +2.20 other ------- Stamina/turn +0.50 Psi/turn +0.21 Unarmed combat: Weapon Damage 21.5 - 30.1 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-crit, radius 2 +10 ice On Hit: 10% Ice Breath level 3 On Hit: 10% Second Wind level 1 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 Encumbrance T3 head armor [Ego+] Arcane While equipped: offense ------ Damage +10% light defense ------ Defense +2 (+1 eff.) Resistance +15% light Shield Power +5% Life Regen +2.00 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +8 Con offense ------ Ignore resists +5% lightning Accuracy +10 (+5 eff.) defense ------ Armor +7 Defense +15 (+6 eff.) Fatigue +3% Resistance +4% physical Unlife -20.00 life A cap made of leather. |
![]() 3.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +2 Str +4 Dex +2 Wil +3 Cun offense ------ Mindpower +5 (+2 eff.) defense ------ Armor +3 Fatigue +5% Resistance +6% fire +5% cold other ------- Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +4 Str offense ------ Physical Crit +1.0% Damage +6% light Ignore resists +15% light Accuracy +10 (+5 eff.) Ignore Armor +4 defense ------ Armor +3 Fatigue +5% Unlife -20.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T3 head armor [Rare] Nature While equipped: defense ------ Armor +4 Defense +10 (+4 eff.) Fatigue +4% Resistance +8% cold +6% mind +4% physical Blind Resist +10% Poison Resist +20% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(72 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 1.0 Encumbrance T3 lite [Random Unique] Arcane/Nature/Psionic While equipped: Stats +5 Wil +2 Con offense ------ Mindpower +15 (+7 eff.) Damage +6% light +10% mind On-Hit (Melee): * 10% chance to reduce all saves and defense by 15 defense ------ Resistance +7% darkness +6% blight Affinity +5% light Life Regen +4.00 other ------- Hate-on-crit +2.00 Max hate +2.00 Light +5 Sun Flare: Puts all charms on 30 turn cooldown Effective talent level: 3.9 Power cost 30 out of 30/30. Range melee/personal Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 4, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 226.99 light damage. At talent level 3 you gain 32% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 Encumbrance T3 digger tool [Rare] Nature While equipped: Stats +2 Str +1 Mag offense ------ Mind Crit +4% Critical power +15.00% When Hit 4 physical defense ------ Defense +30 (+11 eff.) Physical save +7 (+4 eff.) Spell save +5 (+2 eff.) Mind save +7 (+4 eff.) Life +54.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 Encumbrance 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 Encumbrance T2 wand charm [Rare] Arcane While equipped: defense ------ Defense +25 (+9 eff.) Resistance +3% darkness +6% cold Mind save +9 (+5 eff.) Silence Resist +20% Fire a magical bolt dealing 191 lightning damage Puts all charms on 15 turn cooldown 100% to increase all damage by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T3 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 13, power 81 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 18 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Waedfol the Higher Anorithil level 19
67th Haze 122nd year of Ascendancy at 05:38 see stats
By Waedfol the Higher Anorithil level 25
1st Summertide 123rd year of Ascendancy at 17:03 see stats
By Waedfol the Higher Anorithil level 25
1st Summertide 123rd year of Ascendancy at 10:17 see stats
By Waedfol the Higher Anorithil level 10
35th Dusk 122nd year of Ascendancy at 03:31 see stats
By Waedfol the Higher Anorithil level 20
75th Haze 122nd year of Ascendancy at 03:59 see stats
By Waedfol the Higher Anorithil level 4
78th Pyre 122nd year of Ascendancy at 05:50 see stats
By Waedfol the Higher Anorithil level 21
8th Regrowth 123rd year of Ascendancy at 05:05 see stats
By Waedfol the Higher Anorithil level 25
69th Pyre 123rd year of Ascendancy at 13:03 see stats
By Waedfol the Higher Anorithil level 12
42nd Dusk 122nd year of Ascendancy at 05:11 see stats
By Waedfol the Higher Anorithil level 9
21st Dusk 122nd year of Ascendancy at 09:11 see stats
By Waedfol the Higher Anorithil level 24
36th Pyre 123rd year of Ascendancy at 03:05 see stats
By Waedfol the Higher Anorithil level 16
65th Dusk 122nd year of Ascendancy at 20:31 see stats
Log
Nethergate slows down.
Waedfol's demonfire area effect hits Netherworm mass for 33 fire damage.
Waedfol's demonfire area effect hits Waedfol for (19 absorbed), 0 fire (0 total damage).
Waedfol's demonfire area effect hits Oozing horror for 28 fire damage.
Waedfol's demonfire area effect hits Devourer for 33 fire damage.
Waedfol's demonfire area effect hits Devourer for 29 fire damage.
Oozing horror's nature slow area effect hits Nethergate for 28 nature damage.
Oozing horror's nature slow area effect hits Hallucination for 18 nature damage.
Oozing horror's nature slow area effect hits Bloated horror for 24 nature damage.
Oozing horror's nature slow area effect hits Dredgling for 37 nature damage.
Oozing horror's nature slow area effect hits Netherworm mass for 31 nature damage.
Oozing horror's nature slow area effect hits Netherworm mass for 31 nature damage.
Oozing horror's nature slow area effect hits Dredge for 33 nature damage.
Dredgling casts Dust to Dust.
Your shield crumbles under the damage!
The shield around Waedfol crumbles.
Nethergate's Netherblast hits Waedfol for (71 absorbed), 0 temporal, (54 absorbed), 0 darkness (0 total damage).
Dredgling hits Netherworm mass for 55 temporal, 55 physical (109 total damage).
Dredgling hits Waedfol for (34 absorbed), 0 temporal, (23 absorbed), 13 physical (13 total damage).
Dredgling hits Hallucination for 27 temporal, 27 physical (55 total damage).
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Waedfol casts Bathe in Light.
Devourer performs a melee critical strike against Waedfol!
Devourer revels in the spilt blood and grows stronger!
Devourer hits Waedfol for 74 physical damage.
Melee retaliation hits Devourer for 15 darkness, 4 blight, 27 light (47 total damage).
Waedfol the level 26 higher anorithil was sliced to death by a devourer on level 2 of Daikara.
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A shield forms around Waedfol.