








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
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:
Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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 ZOmnibus Addon Pack 1.5.0Combines 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Possessor Bonus Class 1.5.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Necromancer |
| Level / Exp | 11 / 93% |
| Size | medium |
| Lifes / Deaths | Killed by Bill the Stone Troll at level 5 on the 78th Pyre 122nd year of Ascendancy at 02:36 0 / 5Killed by Belithra the brown bear at level 8 on the 7th Mirth 122nd year of Ascendancy at 10:06 Killed by Belithra the brown bear at level 8 on the 7th Mirth 122nd year of Ascendancy at 11:11 Killed by cave bear at level 8 on the 7th Mirth 122nd year of Ascendancy at 14:12 Killed by Belodawe the rogue at level 11 on the 55th Dusk 122nd year of Ascendancy at 17:12 |
Primary Stats
| Strength | 10 (base 10) |
| Dexterity | 12 (base 10) |
| Constitution | 16 (base 16) |
| Magic | 36 (base 36) |
| Willpower | 27 (base 19) |
| Cunning | 18 (base 11) |
Resources
| Life | -190/232 |
| Mana | 100/185 |
| Soul | 11/12 |
| Healing Factor | 1.0483870967742 |
| Regeneration | 27.583064516129 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -50% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| See Stealth | 7.5959298222188 |
| See Invisible | 19.654310578842 |
Offense: Mainhand
| Damage | 17 |
| Accuracy | 6 |
| Crit Chance | 4% |
| APR | 0 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 31 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +10% |
| Acid | +19% |
| Fire | +15% |
| Darkness | +10% |
Offense: Damage Penetration
| Acid | +5% |
Defense: Base
| Armour (hardiness) | 4 (30%) |
| Defense | 14 |
| Ranged Defense | 16 |
| Fatigue | 0 |
| Physical Save | 9 |
| Spell Save | 21 |
| Mental Save | 22 |
Defense: Resistances
| Lightning | + 15%( 70%) |
| Cold | + 5%( 70%) |
| Blight | + 12%( 70%) |
| Acid | + 3%( 70%) |
| Fire | + 16%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 29% |
| Confusion Resistance | 5% |
| Instadeath Resistance | 100% |
| Poison Resistance | 30% |
| Silence Resistance | 23% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to 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: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 126 life over 5 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 641% for 10 turns and instantly restoring 32 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Animus | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Necrotic minions | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Grave | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Necrosis | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 0.90 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Spell / Conveyance | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Keen Senses |
| talent | Blurred Mortality |
| detrimental effect | The target is on fire, taking 14.68 fire damage per turn. Burning |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
| beneficial effect | The target is recovering 12 life each turn. Recovery |
| beneficial effect | A flow of life spins around the target, regenerating 25.16 life per turn. Regeneration |
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. | active |
You successfully escorted the lost warrior to the recall portal on level 1 of Heart of the Gloom. Escort: lost warrior (level 1 of Heart of the Gloom)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Heart of the Gloom. Escort: lost warrior (level 2 of Heart of the Gloom)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Device Mastery (+1 level(s)). | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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 avoidance. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed skeleton mage skull. | 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 |
Equipment
| On feet | insulating 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 (+3 eff.) Rng.Def +2 (+2 eff.) Fatigue +1% Resists +5% cold +6% fire A pair of boots made of leather. |
| On hands | Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 13.49 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
| Tool | 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 19 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 arcana(+0.11/turn)0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Silence- +23% ---------- misc Mana/turn +0.11 Rings can have magical properties. |
| Around neck | stralite amulet 'Lorilen'0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +9% acid Res.pen +5% acid On Hit (Melee): * 10% chance to disease ----- def ----- Fatigue -6% Resists +15% lightning +3% blight HP.reg +0.90 Stun/Frz- +29% Amulets can have magical properties. |
| In main hand | 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 (+4 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 3.3 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 28.48 physical damage to all targets in line, and inflicting bleeding for another 14.24 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. |
| Main armor | Eel-skin armour (10 def, 1 armour)9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Armour +1 Defense +10 (+8 eff.) Fatigue +2% Poison- +30% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 17 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 12.19 to 36.56 lightning damage. The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
| Light source | 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. |
| Cloak | Lightstriker the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 15% chance to blind ----- def ----- Defense +1 (+1 eff.) Resists +9% blight +3% acid Max.HP +30.00 Confus- +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | rough leather belt1.0 T1 belt armor [Normal] A belt that goes around your waist. |
Inventory
healing infusion of the duelist (heal 49)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 49 and cleanse 1 wound and 1 poison effect. 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. |
insidious poison infusion (3 nature damage, 24% healing reduction)0.1 T2 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range 3 Cooldown 22 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 3.40 nature damage per turn for 7 turns, and reducing the target's healing received by 24%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the warrior (340% speed; 4 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 340% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
phase door rune of the sneak (range 7; power 21; dur 3)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 7. 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 Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune (absorb 68 for 4 turns)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 68 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
insulating copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% cold +10% fire Amulets can have magical properties. |
restful steel amulet of dexterity (+3)0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: Stats +3 Dex ----- def ----- Fatigue -6% HP.reg +1.40 Amulets can have magical properties. |
infernal elm starstaff (10-12 power, 2 apr, physical element)5.0 T1 staff 2H weapon [Ego+] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Crit.mult +15.00% Spell.pwr +6 (+3 eff.) Melee+ 16 fire Dmg.mod +10% physical ---------- misc See.Invis +6 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent elm magestaff of projection (12-14.4 power, 2 apr, cold element)5.0 T1 staff 2H weapon [Ego] Arcane Power 12.0 - 14.4 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +7 (+4 eff.) Dmg.mod +12% cold ---------- misc Talents +1 Command Staff Project a bolt elemental energy from the staff (to range 6) dealing 4.58 to 5.50 cold damage Puts all charms on 5 cooldown Staves designed for wielders of magic, by the greats of the art. |
ash starstaff (15-18 power, 3 apr, physical element)5.0 T2 staff 2H weapon [Normal] Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) Dmg.mod +15% physical ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash starstaff (15-18 power, 3 apr, temporal element)5.0 T2 staff 2H weapon [Normal] Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) Dmg.mod +15% temporal ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel yew vilestaff (20-24 power, 4 apr, acid element)5.0 T3 staff 2H weapon [Ego] Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Spell.crit +3% Crit.mult +11.00% Spell.pwr +9 (+5 eff.) Dmg.mod +20% acid ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
iron greatmaul of massacre (28-42 power, 1 apr)5.0 T1 greatmaul 2H weapon Reqs Str 11 [Ego] Master Power 28.0 - 42.0 Physical Uses 120% Str Acc+ +0.1% dam / acc Apr +1 Crit +0.5% Atk.spd 100% Massive two-handed mauls. |
quick steel greatmaul of daylight (30-45 power, 2 apr)5.0 T2 greatmaul 2H weapon Reqs Str 16 [Ego+] Arcane/Master Power 30.0 - 45.0 Physical Uses 120% Str Acc+ +0.1% dam / acc Apr +2 Crit +1.0% Atk.spd 111% Melee+ +9 light Against +9% Undead While equipped: Stats +2 Dex dps ---------- Acc +10 (+10 eff.) Massive two-handed mauls. |
iron greatsword of massacre (26.5-42.4 power, 1 apr)3.0 T1 greatsword 2H weapon Reqs Str 11 [Ego] Master Power 26.5 - 42.4 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
caustic steel longsword (13.5-18.9 power, 3 apr)3.0 T2 longsword 1H weapon Reqs Str 16 [Ego+] Nature Power 13.5 - 18.9 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% On Hit: * 7% chance to corrode armour by 30% While equipped: dps ---------- Res.pen +5% acid ----- def ----- HP.reg +0.90 Sharp, long, and deadly. |
balanced iron waraxe (12-16.8 power, 2 apr)3.0 T1 waraxe 1H weapon Reqs Str 11 [Ego] Master Power 12.0 - 16.8 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +2 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Acc +6 (+6 eff.) ----- def ----- Defense +5 (+5 eff.) Disarm- +22% One-handed war axes. |
acidic steel waraxe of massacre (19-26.6 power, 3 apr)3.0 T2 waraxe 1H weapon Reqs Str 16 [Ego] Arcane/Master Power 19.0 - 26.6 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% Melee+ +6 acid On Crit: * splashes the target with acid One-handed war axes. |
balanced steel waraxe of daylight (12-16.8 power, 3 apr)3.0 T2 waraxe 1H weapon Reqs Str 16 [Ego] Arcane/Master Power 12.0 - 16.8 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% Melee+ +5 light Against +7% Undead While equipped: dps ---------- Acc +5 (+5 eff.) ----- def ----- Defense +7 (+6 eff.) Disarm- +20% One-handed war axes. |
warbringer's steel waraxe (14.5-20.3 power, 3 apr)3.0 T2 waraxe 1H weapon Reqs Str 16 [Ego+] Master Power 14.5 - 20.3 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% While equipped: Stats +2 Con dps ---------- Phys.pwr +6 (+6 eff.) Res.pen +7% physical ----- def ----- Disarm- +14% One-handed war axes. |
Unerring Scalpel (15-19.5 power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 55% Dex, 45% Str Acc+ +0.5% APR / acc Apr +25 Crit +0.0% Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+16 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Spellblaze Shard (20-26 power, 10 apr)1.0 T2 dagger 1H weapon Reqs Dex 17 [Unique] Arcane Power 20.0 - 26.0 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +10 blight +10 fire burn On Crit.r2 +20 infective blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Umbral Razor (25-32.5 power, 10 apr)1.0 T2 dagger 1H weapon Reqs Dex 32 [Unique] Arcane Power 25.0 - 32.5 Physical Uses 45% Str, 10% Mag, 45% Dex Acc+ +0.5% APR / acc Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 2.6 Pwr.cost 8 out of 10/10. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of darkness, doing 34.35 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
flaming steel dagger (12.5-16.25 power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego] Arcane Power 12.5 - 16.3 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +5 fire Sharp, short and deadly. |
gifted vined mindstar of venom (4.5-4.95 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego+] Nature This natural venom should be returned to the wyrm. Power 4.5 - 5.0 Nature Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +7 (+4 eff.) Dmg.mod +5% acid Res.pen +5% acid Melee Ret 6 acid ----- def ----- Resists +6% acid HP.reg +0.60 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. |
quiver of ash arrows of daylight (17/17, 23-32.2 power, 7 apr)3.0 T2 arrow ammo Reqs Dex 16 [Ego] Arcane Power 23.0 - 32.2 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit / acc Apr +7 Crit +1.5% Capacity 17 Ranged+ +9 light Against +8% Undead Arrows are used with bows to pierce your foes to death. |
deadly pouch of steel shots of accuracy (17/17, 25.5-30.6 power, 2 apr)3.0 T2 shot ammo Reqs Dex 16 [Ego] Master Power 25.5 - 30.6 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Acc +5 Apr +2 Crit +4.5% Capacity 17 Shots are used with slings to pummel your foes to death. |
iron shield (4 def, 2 armour, 17.5 block)7.0 T1 shield armor Reqs Str 11 Heavy Armour Training 2 [Normal] While equipped: ----- def ----- Armour +2 Defense +4 (+4 eff.) Rng.Def +4 (+4 eff.) Fatigue +6% ---------- misc Talents +1 Block Handheld deflection devices. |
steel shield (6 def, 2 armour, 42 block)7.0 T2 shield armor Reqs Str 16 Heavy Armour Training 2 [Normal] While equipped: ----- def ----- Armour +2 Defense +6 (+6 eff.) Rng.Def +6 (+5 eff.) Fatigue +8% ---------- misc Talents +2 Block Handheld deflection devices. |
linen robe (0 def, 0 armour)2.0 T1 cloth armor [Normal] A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven linen robe of fire (+16%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +2 (+1 eff.) Dmg.mod +11% fire ----- def ----- Resists +16% fire Mind.save +15 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Skin of Many (12 def, 6 armour)9.0 T2 light armor Reqs Str 16 [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+9 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
cured leather armour of the deep (2 def, 6 armour)9.0 T2 light armor Reqs Str 14 [Ego+] Nature While equipped: ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +7% Resists +5% acid +5% cold ---------- misc Breathe water A suit of armour made of leather. |
iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Str 14 Heavy Armour Training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
resilient linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
insulating pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +5% cold +5% fire A pair of boots made of leather. |
pair of rough leather boots of uncanny dodging (2 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Defense +2 (+2 eff.) Rng.Def +2 (+2 eff.) Fatigue +1% A pair of boots made of leather. |
pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy Armour Training [Normal] While equipped: ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
linen wizard hat of decomposition (1 def, 0 armour)2.0 T1 head armor [Ego+] Arcane While equipped: ----- def ----- Defense +1 (+1 eff.) Resists +4% lightning +3% temporal +3% light +3% fire +3% nature +4% acid +3% blight +4% cold +4% darkness A pointy cloth hat, very wizardly... |
miner's iron helm of dexterity (+3) (0 def, 5 armour)3.0 T1 head armor Reqs Heavy Armour Training [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +5 Fatigue +5% ---------- misc Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
3 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. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+2 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. |
3 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 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. |
2 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Coalrebel (dig speed 30 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +1 Cun dps ---------- Mind.crit +3% Crit.mult +10.00% Dmg.mod +9% darkness Res.pen +5% mind Acc +4 (+4 eff.) Melee Ret 4 mind ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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 Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 185 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. |
iron torque of clear mind [power 1] (10 cooldown)2.0 T1 torque charm [Ego] Psionic Absorb and nullify at most 1 detrimental mental status effects in the next 10 turns Puts all charms on 10 cooldown Torques are made by powerful psionics to store psionic powers. |
striking elm wand of conjuration [power 91] (10 cooldown)2.0 T1 wand charm [Ego+] Arcane While equipped: ---------- misc Talents +2 Strike Cooldown Strike -1 Fire a bolt of a random element with (base) damage 46 to 91 Puts all charms on 10 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Log
Belodawe the rogue is back to normal.
Belodawe the rogue hits Sp00ky Man for 139 physical, 7 light (146 total damage).
Raze hits Sp00ky Man for 4 darkness, 4 darkness (8 total damage).
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Sp00ky Man uses Infusion: Regeneration.
Sp00ky Man starts regenerating health quickly.
Belodawe the rogue uses Switch Place.
Belodawe the rogue's spell attains critical power!
Belodawe the rogue casts Flame.
Belodawe the rogue tries to evade attacks.
Sp00ky Man is on fire!
Belodawe the rogue hits Sp00ky Man for 7 light damage.
Raze hits Sp00ky Man for 7 darkness, 4 darkness (12 total damage).
Belodawe the rogue's Flame hits Sp00ky Man for 37 fire damage.
Sp00ky Man receives 12 healing.
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Sp00ky Man casts Cold Flames.
Belodawe the rogue's spell attains critical power!
Belodawe the rogue uses Stunning Blow.
Sp00ky Man is stunned!
Burning from Belodawe the rogue hits Sp00ky Man for 12 fire damage.
Raze hits Sp00ky Man for 9 darkness, 5 darkness, 5 darkness (18 total damage).
Belodawe the rogue hits Sp00ky Man for 83 physical, 7 light (90 total damage).
Sp00ky Man receives 12 healing.
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Belodawe the rogue uses Ice Claw.
Saving game...


















































































