










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Talent Point Planner 1.5.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Experience Controller 1.5.5
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:
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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 Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. Exponential Leveling 1.5.5Exponential 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
Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Adventuring Party 1.5.5Tired of being alone on your adventures? Tired of being an archmage with no one to give that unique battleaxe to? Tired of having no one to use your healing spells on? Tire no more, for now you can create fully controllable additional party members to join you on your adventures, each as capable as your leader. Included is a sustainable talent to control each party member as their turn comes up to allow fully tactical combat when things get rough. -Grants the ability to add any number of additional members to your party each with their own race and class, allowing you to take on higher difficulties. -!Due to how alchemists are designed, you will not be able to take direct control of their golems if the alchemist is not your main character, but should still function correctly elsewise. For a list of changes, please see the change notes on steam or by reading the int.lua file included in each downloadable version. 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 Playable Mummy Race 1.4.8Adds Mummies as a new type of undead that cripple their enemies and overcome any obstacle. Embalming increases Strength and Willpower Mummies begin in their own starter zone, a low-level dungeon reminiscent of both the Blighted Scar and the Elven Ruins. Mummies are initially locked, and unlock by defeating the Mummy Lord Verdant Class Pack 1.5.10Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Thalore |
| Class | Rogue |
| Level / Exp | 44 / 78% |
| Size | big |
| Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
| Strength | 116 (base 60) |
| Dexterity | 65 (base 60) |
| Constitution | 69 (base 60) |
| Magic | 60 (base 60) |
| Willpower | 69 (base 60) |
| Cunning | 64 (base 60) |
Resources
| Life | 1496/1496 |
| Stamina | 334/334 |
| Equilibrium | 0 |
| Healing Factor | 1.3702928870293 |
| Regeneration | 1.8156380753138 |
Speed
| Mental | -3.5499999999998% |
| Attack | +6.4500000000002% |
| Movement | +43% |
| Spell | +6.4500000000002% |
| Global | +104.3% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 10 |
| See Stealth | 85.923414915311 |
| See Invisible | 83.923414915311 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 113 |
| Accuracy | 76 |
| Crit Chance | 70% |
| APR | 32 |
| Speed | 1.04 |
Offense: Offhand
| Damage | 93 |
| Accuracy | 76 |
| Crit Chance | 68% |
| APR | 30 |
| Speed | 1.04 |
Offense: Spell
| Spellpower | 19 |
| Crit Chance | 26% |
| Speed | 0.9394081728511 |
Offense: Mind
| Mindpower | 81 |
| Crit Chance | 26% |
| Speed | 0.9394081728511 |
Offense: Damage Bonus
| Darkness | +10% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +7% |
| Lightning | +6% |
Defense: Base
| Armour (hardiness) | 7.505 (74.117647058824%) |
| Defense | 52 |
| Ranged Defense | 53 |
| Fatigue | 0 |
| Physical Save | 51 |
| Spell Save | 32 |
| Mental Save | 58 |
Defense: Resistances
| Acid | + 33%( 70%) |
| Nature | + 26%( 70%) |
| Temporal | + 33%( 70%) |
| Blight | + 42%( 70%) |
| Darkness | + 38%( 70%) |
| Cold | + 26%( 70%) |
| All | + 22%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 24% |
Inscriptions (2/3)
| 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: 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 60 life over 5 turns. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Stealth | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Duelist | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Dual techniques | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Throwing knives | 1.77 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Trapping | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Assassination | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Lethality | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Race / Thalore | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Adventure / Partner | 1.00 |
| 0/7 |
| 0/14 |
| 0/3 |
| 0/2 |
| 0/2 |
| 0/2 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Conditioning | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Mobility | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Scoundrel | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Survival | 1.50 |
| 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 | Quickdraw |
| talent | Precise Strikes |
| talent | Lacerating Strikes |
| beneficial effect | Has 11 throwing knives prepared: 11 KnivesRange: 7 Net Damage: 155 - 217 Accuracy: 92 (knife) APR: 38 Crit Chance: +91% Crit mult: 226% Uses Stats: 50% Cun, 70% Dex |
| beneficial effect | Parrying melee and ranged attacks: Has a 71% chance to deflect up to 28 damage from the next 2.7 attack(s). Parried attacks cannot crit. Parrying |
Quests
You failed to protect the lost sun paladin from death by Hallowed Ghost. Escort: lost sun paladin (level 1 of Heart of the Gloom) | failed |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
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 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 |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
Equipment
| On feet | pair of rough leather boots of uncanny dodging (3 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Defense +3 (+1 eff.) Rng.Def +3 (+1 eff.) Fatigue +1% A pair of boots made of leather. |
| Light source | brass lantern of clarity2.0 T1 lite [Ego] Psionic While equipped: ----- def ----- Mind.save +6 (+2 eff.) ---------- misc Light +2 See.Stealth +7 See.Invis +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. |
| On head | cleansing rough leather cap of constitution (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Disrupt/Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% Resists +5% nature +6% blight A cap made of leather. |
| Tool | dwarven-steel pickaxe of the Iron Throne (dig speed 15 turns)3.0 T3 digger tool [Ego+] Master While equipped: Stats +2 Str ----- def ----- Max.HP +24.00 ---------- misc Max.stam +18.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | stralite ring of pilfering0.1 T4 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +13 (+3 eff.) Apr +10 ----- def ----- Defense +12 (+4 eff.) Disengage: Puts all charms on 5 cooldown Level 2.6 Pwr.cost 5 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 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 159% 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 neck | stralite amulet 'Isayada'0.1 T4 amulet jewelry [Rare] Master While equipped: Stats +3 Wil dps ---------- Crit.mult +25.00% Mind.pwr +6 (+1 eff.) ----- def ----- Mind.save +20 (+6 eff.) ---------- misc Telepathy Demon/Minor Demon/Major Masteries +0.27 Technique/Throwing knives Amulets can have magical properties. |
| In main hand | balanced stralite dagger of evisceration (26-33.8 power, 9 apr)1.0 T4 dagger 1H weapon [Ego+] Master Power 26.0 - 33.8 Physical Uses 40% Wil, 45% Dex, 50% Mag 45% Cun Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +8.0% Atk.spd 100% On Crit: * wounds the target for 7 turns: 12 bleeding, 48% reduced healing While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +7 (+1 eff.) Acc +11 (+2 eff.) ----- def ----- Defense +9 (+3 eff.) Disarm- +24% Sharp, short and deadly. |
| Around waist | cleansing hardened leather belt of the vagrant1.0 T3 belt armor [Ego+] Nature/Disrupt While equipped: Stats +3 Con dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Resists +8% acid +8% blight Mind.save +5 (+2 eff.) A belt that goes around your waist. |
| In off hand | thunderous dwarven-steel dagger of massacre (23.5-30.55 power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Nature/Master Power 23.5 - 30.6 Physical Uses 40% Wil, 45% Dex, 50% Mag 45% Cun Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% On Hit: * 6% chance to daze at end of turn While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +1 Cun +2 Con dps ---------- Res.pen +6% lightning Sharp, short and deadly. |
| Cloak | shadow cashmere cloak of the voidstalker (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Arcane/Master While equipped: dps ---------- Dmg.mod +10% darkness Res.pen +7% darkness ----- def ----- Defense +2 (+0 eff.) Resists +20% darkness +14% temporal Stealth +10 Def/telep +13 Res/telep +11% Dur/telep +20% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 5 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | enlightening rough leather armour of the deep (1 def, 4 armour)9.0 T1 light armor [Ego++] Nature/Psionic While equipped: Stats +3 Cun +3 Wil ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +6% Resists +6% acid +5% cold Mind.save +10 (+3 eff.) ---------- misc Breathe water A suit of armour made of leather. |
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. |
insidious poison infusion of the sneak (43 nature damage, 26% healing reduction)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 18 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to spit a bolt of poison doing 43.29 nature damage per turn for 7 turns, and reducing the target's healing received by 26%. The sudden stream of natural forces also strips you of one random detrimental magical effect. 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 duelist (resist 22%; cure magical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 22% for 5 turns. Also removes cross-tier effects of the affected types for free. 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 ability. |
serendipitous stralite amulet of murder0.1 T4 amulet jewelry [Ego++] Nature/Master While equipped: Stats +9 Lck dps ---------- Crit.mult +12.00% Acc +20 (+4 eff.) Apr +13 ----- def ----- Defense +8 (+2 eff.) Unseen.red 14% Amulets can have magical properties. |
steel amulet of magic (+3)0.1 T2 amulet jewelry [Ego] Arcane While equipped: Stats +3 Mag Amulets can have magical properties. |
marksman's steel ring of perseverance0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+1 eff.) ----- def ----- HP.reg +0.80 Stun/Frz- +20% Rings can have magical properties. |
Unlightsweeper (31.5-47.25 power, 2 apr)3.0 T3 battleaxe 2H weapon [Rare] Nature Power 31.5 - 47.3 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +6.5% Atk.spd 100% Melee+ +19 nature +20 temporal While equipped: dps ---------- Dmg.mod +27% acid Res.pen +25% acid On Hit (Melee): * 30% chance to corrode armour by 30% * 30% chance to inflict 15% damage reduction Massive two-handed battleaxes. |
iron dagger (9.5-12.35 power, 5 apr)1.0 T1 dagger 1H weapon [Normal] Power 9.5 - 12.4 Physical Uses 40% Wil, 45% Dex, 50% Mag 45% Cun Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
iron dagger (10-13 power, 5 apr)1.0 T1 dagger 1H weapon [Normal] Power 10.0 - 13.0 Physical Uses 40% Wil, 45% Dex, 50% Mag 45% Cun Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% 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 40% Wil, 45% Dex, 50% Mag 45% Cun Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% On Hit: * 9 arcane resource burn Sharp, short and deadly. |
Eilinebeth the stralite greatmaul (54-81 power, 3 apr)5.0 T4 greatmaul 2H weapon [Rare] Arcane Power 54.0 - 81.0 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 Crit +2.5% Atk.spd 100% Phasing +40% Melee+ +12 blight On Hit.r1 +24 fire While equipped: Stats +4 Str ----- def ----- Fatigue -6% ---------- misc Mana/s.crit +3.00 Max.mana +100.00 Infravis +3 Massive two-handed mauls. |
Gloruda the dwarven-steel greatmaul (42.5-63.75 power, 2 apr)5.0 T3 greatmaul 2H weapon [Rare] Arcane Power 42.5 - 63.8 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% Melee+ +19 acid On Crit: * splashes the target with acid While equipped: Stats +4 Cun +4 Mag ----- def ----- Mind.save +30 (+8 eff.) ---------- misc Max.psi +30.00 Infravis +3 Telepathy Dragon Massive two-handed mauls. |
chilling steel greatmaul of daylight (32-48 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] Arcane Power 32.0 - 48.0 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.0% Atk.spd 100% Melee+ +10 light +17 cold Against +10% Undead Massive two-handed mauls. |
Stokeraptor the stralite greatsword (58-92.8 power, 3 apr)3.0 T4 greatsword 2H weapon [Random Unique] Arcane/Master/Psionic Power 58.0 - 92.8 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +4.5% Atk.spd 100% Melee+ +19 darkness +12 arcane Against +19% Living On Crit.r2 +4 fire On Hit: * Random elemental explosion While equipped: dps ---------- Res.pen +16% acid +22% fire +20% lightning +16% cold ----- def ----- Resists +12% fire Massive two-handed swords. |
chilling steel greatsword of the mystic (25.5-40.8 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Arcane Power 25.5 - 40.8 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Melee+ +14 cold While equipped: Stats +3 Mag +2 Wil dps ---------- Spell.pwr +9 (+1 eff.) Massive two-handed swords. |
steel greatsword of paradox (25-40 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Arcane Power 25.0 - 40.0 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Melee+ +10 temporal While equipped: dps ---------- Melee Ret 9 temporal ----- def ----- Resists +10% temporal Massive two-handed swords. |
Bregochik4.0 T4 longbow 2H weapon [Rare] Arcane Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Acc+ +0.2% crit / acc Atk.spd 125% Range +9 Ranged+ +17 acid While equipped: Stats +2 Str dps ---------- Dmg.mod +29% acid ----- def ----- Armour +10 Resists +15% lightning Mind.save +9 (+3 eff.) Poison- +20% Stun/Frz- +10% ---------- misc Stam/turn +0.80 Longbows are used to shoot arrows at your foes. |
Surefire4.0 T1 longbow 2H weapon [Unique] Master Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Acc+ +0.2% crit / acc Atk.spd 133% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+3 eff.) Steady Shot: Level 2.0 Pwr.cost 4 out of 8/8. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 151% damage with a 24% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
elemental steel longsword of crippling (17-23.8 power, 3 apr)3.0 T2 longsword 1H weapon [Ego++] Arcane/Master Power 17.0 - 23.8 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% On Hit: * Random elemental explosion On Crit: * cripple the target While equipped: dps ---------- Phys.crit +8.0% Res.pen +9% acid +8% fire +7% lightning +9% cold Sharp, long, and deadly. |
iron longsword of daylight (11-15.4 power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Arcane Power 11.0 - 15.4 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +2.5% Atk.spd 100% Melee+ +6 light Against +7% Undead Sharp, long, and deadly. |
warbringer's stralite longsword (32.5-45.5 power, 5 apr)3.0 T4 longsword 1H weapon [Ego+] Master Power 32.5 - 45.5 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Phys.pwr +9 (+1 eff.) Res.pen +9% physical ----- def ----- Disarm- +12% Sharp, long, and deadly. |
Falcon's Eye (7-7.7 power, 15 apr, mind damage)3.0 T1 mindstar 1H weapon [Unique] Nature/Psionic Power 7.0 - 7.7 Mind Uses 70% Wil, 50% Mag, 10% Cun Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +4 (+1 eff.) ---------- misc Light +1 Infravis +1 Sight +1 Earth's Eyes: Level 1.0 Pwr.cost 8 out of 18/18. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 7. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 3. It seems to magnify everything. |
Isluriawe the thorny mindstar (9-9.9 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Rare] Nature Power 9.0 - 9.9 Mind Uses 80% Wil, 50% Mag, 20% Cun Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Phasing +20% Melee+ +12 physical While equipped: dps ---------- Phys.crit +4.0% Mind.crit +3% Mind.pwr +11 (+2 eff.) Dmg.mod +3% mind ----- def ----- Phys.save +12 (+4 eff.) Heal.mod +10% 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. |
epiphanous vined mindstar (5.5-6.05 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego+] Nature/Psionic This psionic mindstar has an epiphany about dreams. Power 5.5 - 6.1 Mind Uses 75% Wil, 50% Mag, 15% Cun Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +6 (+1 eff.) Dmg.mod +9% mind 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. |
thorny mindstar of frost (7.5-8.25 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego+] Nature This natural frost should be returned to the wyrm. Power 7.5 - 8.3 Mind Uses 80% Wil, 50% Mag, 20% Cun Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+1 eff.) Dmg.mod +8% cold Res.pen +10% cold Melee Ret 6 ice ----- def ----- Armour +7 Resists +5% cold 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. |
vined mindstar of the jelly (5-5.5 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 5.0 - 5.5 Mind Uses 75% Wil, 50% Mag, 15% Cun Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +3% acid ---------- misc Equi/ret +0.80 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. |
Shockknight (25-30 power, 5 apr, fire element)5.0 T4 staff 2H weapon [Rare] Arcane Power 25.0 - 30.0 Physical Uses 130% Mag, 40% Wil Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% On Hit.r1 +20 arcane On Hit: * 40% chance to daze at end of turn While equipped: dps ---------- Spell.crit +11% Spell.pwr +12 (+1 eff.) Dmg.mod +6% lightning +25% fire +9% arcane Res.pen +15% arcane On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Phys.save +9 (+3 eff.) Spell.save +9 (+5 eff.) Mind.save +10 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
bloodlich's elven-wood starstaff of channeling (25-30 power, 5 apr, light element)5.0 T4 staff 2H weapon [Ego++] Arcane Power 25.0 - 30.0 Physical Uses 130% Mag, 40% Wil Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +5 Mag +2 Cun +1 Con dps ---------- Spell.crit +4% Crit.mult +20.00% Spell.pwr +24 (+2 eff.) Dmg.mod +25% light ---------- misc Mana/turn +0.21 Vim/s.crit +5.00 Max.vim +28.00 Max.N.En +31.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 500% for ten turns) Puts all charms on 15 cooldown Staves designed for wielders of magic, by the greats of the art. |
Duskblow the dwarven-steel waraxe (21-29.4 power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Master Power 21.0 - 29.4 Acid Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% Melee+ +8 darkness On Hit.r1 +12 acid While equipped: dps ---------- Dmg.mod +9% acid Res.pen +15% darkness Acc +8 (+2 eff.) Melee Ret 8 darkness ----- def ----- Defense +6 (+2 eff.) Resists +12% darkness Disarm- +32% One-handed war axes. |
Rheyadir the stralite waraxe (32-44.8 power, 5 apr)3.0 T4 waraxe 1H weapon [Rare] Arcane Power 32.0 - 44.8 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +5 Crit +9.5% Atk.spd 100% On Hit.r1 +17 fire On Crit.r2 +8 temporal While equipped: Stats +1 Dex dps ---------- Crit.mult +6.00% Dmg.mod +12% temporal Acc +2 (+0 eff.) Apr +2 ----- def ----- Armour +2 Def/telep +15 Res/telep +15% Dur/telep +15% One-handed war axes. |
thunderous stralite waraxe of purging (34.5-48.3 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego++] Nature/Disrupt Power 34.5 - 48.3 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% Melee+ +6 nature On Hit: * 11% chance to daze at end of turn * 25% chance to remove a magical effect While equipped: Stats +2 Str +2 Dex +3 Mag +2 Wil +2 Cun +1 Con dps ---------- Res.pen +5% lightning One-handed war axes. |
noble's hardened leather belt of carrying1.0 T3 belt armor [Ego+] Arcane/Master While equipped: ----- def ----- Fatigue -6% D.Red.from +20% Summoned ---------- misc Max.enc +25 A belt that goes around your waist. |
Evermoss Robe (12 def, 0 armour)2.0 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+3 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+4 eff.) Resists +25% nature Phys.save +15 (+5 eff.) HP.reg +0.20 Heal.mod +15% ---------- misc Masteries +0.10 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
Firewalker (8 def, 2 armour)2.0 T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +20% fire Res.pen +20% fire Melee Ret 18 fire ----- def ----- Armour +2 Defense +8 (+2 eff.) Resists +20% fire -10% cold This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
focusing woollen robe of nature (+16%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: Stats +4 Mag +4 Wil dps ---------- Dmg.mod +11% nature ----- def ----- Resists +16% nature ---------- misc Mana/turn +0.10 Psi/turn +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Wanderer's Rest (4 def, 0 armour)0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+1 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.0 Pwr.cost 10 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
scholar's pair of iron boots of uncanny dodging (2 def, 3 armour)3.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +3 (+0 eff.) ----- def ----- Armour +3 Defense +2 (+0 eff.) Rng.Def +2 (+0 eff.) Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
spiked iron mail armour (2 def, 4 armour)14.0 T1 heavy armor [Ego] Master While equipped: dps ---------- Melee Ret 10 physical ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +12% A suit of armour made of mail. |
cured leather armour (2 def, 4 armour)9.0 T2 light armor [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +7% A suit of armour made of leather. |
rough leather armour (1 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +1 (+0 eff.) Fatigue +6% A suit of armour made of leather. |
steel plate armour (4 def, 9 armour)17.0 T2 massive armor [Normal] While equipped: ----- def ----- Armour +9 Defense +4 (+1 eff.) Fatigue +22% A suit of armour made of metal plates. |
Coral Spray (8 def, 8 armour, 48 block)7.0 T1 shield armor [Unique] Nature While equipped: ----- def ----- Armour +8 Defense +8 (+2 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +2 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Piercing Gaze (5 def, 25 armour, 180 block)7.0 T4 shield armor [Unique] Arcane While equipped: ----- def ----- Armour +25 Defense +5 (+1 eff.) Rng.Def +10 (+3 eff.) Fatigue +12% Resists +10% acid +10% physical +10% lightning +10% fire ---------- misc Talents +4 Block On block: 30% chance of petrifying the attacker. This gigantic shield has a stone eye embedded in it. |
reinforced stralite shield of patience (10 def, 9 armour, 187 block)7.0 T4 shield armor [Ego+] Arcane/Master While equipped: dps ---------- Melee Ret 13 temporal ----- def ----- Armour +9 Defense +10 (+3 eff.) Rng.Def +10 (+3 eff.) Fatigue +14% Resists +16% temporal ---------- misc Talents +4 Block Time Shield: (Instant) Puts all charms on 15 cooldown Level 5.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (306) is absorbed, or the time runs out (10 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 50%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
2 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. |
43 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
2 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. |
Demonic Soul0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
woodsman's iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (3/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 101 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. |
stralite torque of clear mind 'Xalena' [power 4] (5 cooldown)2.0 T4 torque charm [Rare] Psionic While equipped: Stats +4 Str +3 Cun +2 Con ----- def ----- Crit.dmg- 15.00% ---------- misc See.Invis +6 Telepathy Dragon Demon/Major Demon/Minor Absorb and nullify at most 4 detrimental mental status effects in the next 10 turns Puts all charms on 5 cooldown 100% to regenerate 9 psi. Torques are made by powerful psionics to store psionic powers. |
2 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. |
Achievements
Level 10
Got a character to level 10.By Stabbsy the Thalore Rogue level 10
74th Pyre 122nd year of Ascendancy at 12:54 see stats
Level 20
Got a character to level 20.By Stabbsy the Thalore Rogue level 20
75th Pyre 122nd year of Ascendancy at 01:21 see stats
Level 30
Got a character to level 30.By Stabbsy the Thalore Rogue level 30
77th Pyre 122nd year of Ascendancy at 00:07 see stats
Level 40
Got a character to level 40.By Stabbsy the Thalore Rogue level 40
7th Mirth 122nd year of Ascendancy at 21:11 see stats
Size matters
Did over 600 damage in one attack.By Stabbsy the Thalore Rogue level 35
7th Mirth 122nd year of Ascendancy at 05:57 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Stabbsy the Thalore Rogue level 38
7th Mirth 122nd year of Ascendancy at 13:49 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Stabbsy the Thalore Rogue level 19
75th Pyre 122nd year of Ascendancy at 01:07 see stats
Log
Stabbsy deactivates Lacerating Strikes.
Stabbsy activates Lacerating Strikes.
Stabbsy deactivates Quickdraw.
Stabbsy activates Quickdraw.
Stabbsy deactivates Precise Strikes.
Stabbsy activates Precise Strikes.
Stabbsy deactivates Lacerating Strikes.
Stabbsy activates Lacerating Strikes.
Stabbsy deactivates Quickdraw.
Stabbsy activates Quickdraw.
Stabbsy deactivates Precise Strikes.
Stabbsy activates Precise Strikes.
Stabbsy deactivates Lacerating Strikes.
Stabbsy activates Lacerating Strikes.
Stabbsy deactivates Quickdraw.
Stabbsy activates Quickdraw.
Saving game...
Saving done.
Resting starts...
Talent Vitality is ready to use.
Talent Healing Nexus is ready to use.
Talent One with Nature is ready to use.
Talent Elemental Harmony is ready to use.
Talent Waters of Life is ready to use.
Rested for 43 turns (stop reason: all resources and life at maximum).
Stabbsy deactivates Lacerating Strikes.
Stabbsy deactivates Precise Strikes.
Stabbsy deactivates Quickdraw.





























































































































