Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Store Wish List 1.3.0Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them. Press Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. "Save" Talent/Stat Points 1.4.0A tweak to the Minimalist UI, allowing you to right-click on the level-up marker to mark your current unspent points as "saved". Saved points use distinct level-up indicators, allowing you to easily visually distinguish between points you want to spend now and points you want to spend later. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Nur Kit 1.4.0Places guaranteed water-breathing equipment in Last Hope's lost merchant store and makes it available via an NPC in Irkkk. In the Embers of Rage DLC, also places similar gear in various stores in Kruk Pride. In the Hammer of Urh'Rok campaign, places water-breathing gear in Lake of Nur. 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:
Improved Auto-explore and Rest 1.5.5Quality 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. FlexSpec Respec Limitation Relaxer 1.5.5Items Vault 1.5.0Donators/Buyers bonus! Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: 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:
Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Logical Alchemists 1.4.6Makes alchemists focus on creating elixirs that you are not currently helping them with. Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Inventory Sort Order 1.3.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Necromancy+ 1.3.1Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Better Item Description 1.5.5This 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 Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Auto-Transmo Gems 1.1.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Shalore |
Class | Reaver |
Level / Exp | 16 / 13% |
Size | medium |
Lifes / Deaths | Killed by minotaur at level 13 on the 24th Regrowth 123rd year of Ascendancy at 21:52 0 / 6Killed by ultimate gwelgoroth at level 14 on the 28th Regrowth 123rd year of Ascendancy at 13:03 Killed by copperhead snake at level 14 on the 32nd Regrowth 123rd year of Ascendancy at 08:41 Killed by giant yellow ant at level 14 on the 32nd Regrowth 123rd year of Ascendancy at 10:29 Killed by Fulgur Maledictum at level 15 on the 36th Regrowth 123rd year of Ascendancy at 13:18 Killed by luminous horror at level 16 on the 37th Regrowth 123rd year of Ascendancy at 05:16 |
Primary Stats
Strength | 48 (base 41) |
Dexterity | 18 (base 9) |
Constitution | 26 (base 23) |
Magic | 53 (base 43) |
Willpower | 24 (base 7) |
Cunning | 19 (base 9) |
Resources
Life | -47/463 |
Mana | 198/260 |
Vim | 0/183 |
Healing Factor | 1.1224489795918 |
Regeneration | 1.1785714285714 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +15% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
See Invisible | 11 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Mainhand
Damage | 46 |
Accuracy | 45 |
Crit Chance | 21% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 26 |
Crit Chance | 28% |
Speed | 1 |
Offense: Mind
Mindpower | 26 |
Crit Chance | 23% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +6% |
Acid | +10% |
Darkness | +10% |
Blight | +10% |
Cold | +10% |
Fire | +10% |
Nature | +5% |
Offense: Damage Penetration
Cold | +8% |
Defense: Base
Armour (hardiness) | -0.11550458045774 (30%) |
Defense | 32 |
Ranged Defense | 32 |
Fatigue | 4 |
Physical Save | 26 |
Spell Save | 24 |
Mental Save | 26 |
Defense: Resistances
Acid | + 47%( 70%) |
Blight | + 54%( 70%) |
Physical | + 34%( 70%) |
Cold | + 47%( 70%) |
All | + 34%( 70%) |
Lightning | + 41%( 70%) |
Light | + 38%( 70%) |
Temporal | + 43%( 70%) |
Fire | + 38%( 70%) |
Nature | + 51%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 22% |
Silence Resistance | 21% |
Confusion Resistance | 23% |
Stun Resistance | 54% |
Pinning Resistance | 43% |
Poison Resistance | 46% |
Knockback Resistance | 47% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 9. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 30%, your defense is increased by 30 and all your resistances by 30%. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 254 damage for 4 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 167 life over 5 turns. |
Class Talents
Corruption / Reaving combat | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Corruption / Rot | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Vim | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Sanguisuge | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Bone | 1.40 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Corruption / Plague | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Shalore | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Spell / Staff combat | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Corruption / Torment | 1.70 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Technique / Combat training | 1.49 |
| 1/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Effects
talent | Infestation |
talent | Chant of Fortitude |
talent | Willful Tormenter |
talent | Bone Shield |
detrimental effect | The target has been dominated. It is unable to move and has lost 4 armor and 6 defense. Attacks from Shadow gain 23% damage penetration. Dominated |
beneficial effect | The target is out of phase with reality, increasing defense by 30, resist all by 30%, and reducing the duration of detrimental timed effects by 30%. Out of Phase |
beneficial effect | Improves senses, allowing the detection of unseen things. Sensing |
beneficial effect | The target is in a magical frenzy, improving spellpower by 34. Bloodlust |
detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the lost warrior from death by bee swarm. Escort: lost warrior (level 4 of Old Forest) | failed |
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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed length of troll intestine. * You've found the needed hummerhorn wing. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * You've found the needed black mamba head. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed giant spider spinneret. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed warg claw. * 'Needed: one orc heart. If you can fetch me a still-beating orc heart, that would be even better. But you don't look like a master necromancer to me.' | 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 within5 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Cuthekath the pair of rough leather boots (0 def, 1 armour) Cuthekath the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: Stats +2 Str +3 Mag +5 Wil ----- def ----- Armour +1 Fatigue +1% Silence- +21% Confus- +23% Stun/Frz- +23% ---------- misc Light +3 A pair of boots made of leather. |
Light source | Planar Beacon Planar Beacon1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 4/25. Range 5 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 76.42 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 76.42 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 | hardened leather cap 'Stormvenom' (0 def, 3 armour) hardened leather cap 'Stormvenom' (0 def, 3 armour)2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +3 Str +5 Dex +3 Con +9 Lck dps ---------- Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Phys.pwr +4 (+1 eff.) Dmg.mod +6% lightning Melee Ret 16 acid ----- def ----- Armour +3 Fatigue +3% Resists +9% lightning A cap made of leather. |
Tool | Eye of the Dreaming One Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
On fingers | copper ring of tenacity copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +21.00 Disarm- +22% Pinning- +20% Knockbk- +21% Rings can have magical properties. |
On fingers | gold ring 'Elysevea' gold ring 'Elysevea'0.1 T3 ring jewelry [Rare] Master While equipped: Stats +2 Mag dps ---------- On Hit (Melee): * Slows global speed by 15% * 10 arcane resource burn ----- def ----- Resists +3% lightning +3% nature +6% light HP.reg +0.80 Stun/Frz- +31% ---------- misc Telepathy Dragon Rings can have magical properties. |
Around waist | rough leather belt 'Velena' rough leather belt 'Velena'1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Dex +3 Mag ----- def ----- Resists +6% cold +6% fire Phys.save +6 (+3 eff.) ---------- misc See.Invis +9 A belt that goes around your waist. |
In main hand | Kor's Fall (10-12 power, 0 apr, darkness element) Kor's Fall (10-12 power, 0 apr, darkness element)5.0 T1 staff 2H weapon [Unique] Arcane Power 10.0 - 12.0 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +0 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+1 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 4.2 Pwr.cost 6 out of 3/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 84.09 physical damage to all targets in line, and inflicting bleeding for another 42.04 damage over 5 turns. The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
On hands | Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime These gloves are coated with a thick, green liquid. |
Main armor | Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +4 (+1 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+6 eff.) Resists +15% cold ---------- misc Masteries +0.10 Spell/Water This deep blue robe flows and ripples as if pushed by an invisible tide. |
Cloak | linen cloak 'Aloradan' (1 def, 0 armour) linen cloak 'Aloradan' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +4 Str +2 Dex +2 Cun dps ---------- Phys.crit +1.0% Acc +4 (+1 eff.) Apr +4 ----- def ----- Defense +1 (+1 eff.) Resists +1% physical ---------- misc Stam/turn +0.20 Max.stam +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Uladunasta the gold amulet Uladunasta the gold amulet0.1 T3 amulet jewelry [Random Unique] Nature/Disrupt/Master While equipped: Stats +3 Cun dps ---------- Mind.crit +3% Mind.pwr +2 (+1 eff.) ----- def ----- Resists +10% blight +14% temporal +14% nature Poison- +26% Disease- +21% Pinning- +23% Knockbk- +26% ---------- misc Masteries +0.19 Technique/Combat training Amulets can have magical properties. |
Inventory
phase door rune of the titan (range 6; power 21; dur 3) phase door rune of the titan (range 6; power 21; dur 3)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 6. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 21%, your defense is increased by 21 and all your resistances by 21%. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the warrior (range 78) teleportation rune of the warrior (range 78)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 78 with a minimum range of 15. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
grounding copper amulet of willpower (+2) grounding copper amulet of willpower (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil ----- def ----- Resists +11% lightning Stun/Frz- +22% Amulets can have magical properties. |
rogue's copper ring of tenacity rogue's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+2 eff.) Max.HP +21.00 Disarm- +22% Pinning- +22% Knockbk- +21% Rings can have magical properties. |
iron longsword of massacre (17-23.8 power, 2 apr) iron longsword of massacre (17-23.8 power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Master Power 17.0 - 23.8 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +2.5% Atk.spd 100% Sharp, long, and deadly. |
arcing iron waraxe (11.5-16.1 power, 2 apr) arcing iron waraxe (11.5-16.1 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Arcane Power 11.5 - 16.1 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +5 lightning On Hit: * 25% chance for lightning to arc to a second target One-handed war axes. |
Porina the Glimmerwisp (1 def, 2 armour) Porina the Glimmerwisp (1 def, 2 armour)9.0 T1 light armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% lightning Melee Ret 8 light On Hit (Melee): * 15% chance to blind ----- def ----- Armour +2 Defense +1 (+1 eff.) Fatigue +6% Resists +9% light Max.HP +32.00 HP.reg +3.10 Heal.mod +11% A suit of armour made of leather. |
insulating pair of iron boots of uncanny dodging (2 def, 3 armour) insulating pair of iron boots of uncanny dodging (2 def, 3 armour)3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Defense +2 (+1 eff.) Rng.Def +3 (+2 eff.) Fatigue +2% Resists +5% cold +5% fire Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Daimochik the iron helm (0 def, 3 armour) Daimochik the iron helm (0 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +3 Str dps ---------- S.pwr/crit +4 ----- def ----- Armour +3 Fatigue +5% Resists +9% blight +9% fire +12% nature Teleport- +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Saluthra (9 def, 3 armour) Saluthra (9 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex ----- def ----- Armour +3 Defense +9 (+5 eff.) Rng.Def +9 (+5 eff.) Fatigue +5% Resists +9% acid +3% nature +6% lightning A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Tooth of the Mouth (dig speed 12 turns) 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. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest 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. |
Rod of Annulment (1/1) Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) 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. |
The Jolt The Jolt2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to mental crosstier the target, which inflicts Brainlock if your mindpower is a tier above their mindsave. This torque feels tingly to the touch, but seems to enhance your thinking. |
Achievements
By Fulgur Maledictum the Shalore Reaver level 6
49th Dusk 122nd year of Ascendancy at 22:01 see stats
By Fulgur Maledictum the Shalore Reaver level 10
15th Haze 122nd year of Ascendancy at 02:38 see stats
By Fulgur Maledictum the Shalore Reaver level 6
6th Haze 122nd year of Ascendancy at 16:53 see stats
By Fulgur Maledictum the Shalore Reaver level 11
25th Haze 122nd year of Ascendancy at 02:27 see stats
Log
Luminous horror is free from the weakness disease.
The shield around luminous horror crumbles.
Acid Splash from Fulgur Maledictum hits Umbral horror for 15 acid damage.
Bleeding from Fulgur Maledictum hits Luminous horror for 8 physical damage.
Luminous horror is covered in acid!
Luminous horror casts Searing Light.
Luminous horror HEALS from fire damage!
Luminous horror HEALS from fire damage!
Luminous horror hits Fulgur Maledictum for 39 light damage.
Luminous horror's light area effect hits Fulgur Maledictum for 19 light damage.
Luminous horror hits Fulgur Maledictum for 12 light damage.
Fulgur Maledictum hits Luminous horror for 11 acid, 7 cold (19 total damage).
Fulgur Maledictum's demonfire area effect hits Luminous horror for 0 fire, 9 healing (0 total damage) [9 healing].
Fulgur Maledictum's demonfire area effect hits Umbral horror for 17 fire damage.
Fulgur Maledictum's demonfire area effect hits Shadow for 17 fire damage.
Fulgur Maledictum's demonfire area effect hits Luminous horror for 0 fire, 9 healing (0 total damage) [9 healing].
Fulgur Maledictum's demonfire area effect hits Fulgur Maledictum for 10 fire damage.
Umbral horror casts Phase Door.
Talent Infestation is ready to use.
Automatic use of talent Channel Staff skipped: cooldown too low (0).
Fulgur Maledictum activates Infestation.
Acid Splash from Fulgur Maledictum hits Shadow for 13 acid damage.
Fulgur Maledictum hits Shadow for 15 acid, 11 cold (27 total damage).
Shadow hits Fulgur Maledictum for 29 physical damage.
Acid Splash from Fulgur Maledictum hits Umbral horror for 15 acid damage.
Acid Splash from Fulgur Maledictum hits Luminous horror for 5 acid damage.
Bleeding from Fulgur Maledictum hits Luminous horror for 8 physical damage.
Luminous horror misses Fulgur Maledictum.
Luminous horror casts Firebeam.
Saving game...