











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Nekarcos's Quality of Life 01: Effect Display (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
OldRPG Redeemed - 2 of 2 1.7.6Yet another rework of the OldRPG tileset. Compatible with Orcs, Cults, and Ashes. Both parts are required. Better Item Description 1.7.4This 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 OldRPG Redeemed - 1 of 2 1.7.6Yet another rework of the OldRPG tileset. Compatible with Orcs, Cults, and Ashes. Both parts are required. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Halfling |
Class | Rogue |
Level / Exp | 19 / 64% |
Size | small |
Lifes / Deaths | Killed by white wolf at level 2 on the 76th Pyre 122nd year of Ascendancy at 02:49 0 / 6Killed by ritch flamespitter at level 17 on the 50th Dusk 122nd year of Ascendancy at 11:03 Killed by Lashing Tentacle at level 18 on the 63rd Dusk 122nd year of Ascendancy at 20:50 Killed by Silana the sandworm destroyer at level 18 on the 63rd Dusk 122nd year of Ascendancy at 23:16 Killed by Elytha the bandit lord at level 18 on the 31st Haze 122nd year of Ascendancy at 22:05 Killed by Beluletta the worm that walks at level 19 on the 5th Regrowth 123rd year of Ascendancy at 11:20 |
Primary Stats
Strength | 18 (base 13) |
Dexterity | 45 (base 35) |
Constitution | 29 (base 21) |
Magic | 30 (base 16) |
Willpower | 14 (base 10) |
Cunning | 48 (base 31) |
Resources
Life | -229/614 |
Stamina | 130/164 |
Healing Factor | 1.1524687383468 |
Regeneration | 8.355398353014 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 5 |
See Stealth | 36.990623353761 |
See Invisible | 36.990623353761 |
Offense: Mainhand
Damage | 61 |
Accuracy | 49 |
Crit Chance | 23% |
APR | 12 |
Speed | 1.00 |
Offense: Offhand
Damage | 45 |
Accuracy | 49 |
Crit Chance | 26% |
APR | 15 |
Speed | 1.00 |
Offense: Spell
Spellpower | 27 |
Crit Chance | 19% |
Speed | 1 |
Offense: Mind
Mindpower | 31 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +5% |
Lightning | +11% |
Mind | +11% |
All | 0% |
Offense: Damage Penetration
Darkness | +10% |
Arcane | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 17 (49.007671158813%) |
Defense | 45 |
Ranged Defense | 45 |
Fatigue | 0 |
Physical Save | 31 |
Spell Save | 19 |
Mental Save | 28 |
Defense: Resistances
Lightning | + 49%( 70%) |
Darkness | + 25%( 70%) |
Mind | + 31%( 70%) |
Blight | + 24%( 70%) |
Acid | + 19%( 70%) |
Fire | + 22%( 70%) |
All | + 17%( 70%) |
Defense: Immunities
Disarm Resistance | 24% |
Bleed Resistance | 10% |
Confusion Resistance | 23% |
Stun Resistance | 64% |
Instadeath Resistance | 100% |
Silence Resistance | 47% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 520% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 65 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 137 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 250 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
Technique / Duelist | 1.42 |
| 2/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Cunning / Stealth | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Technique / Throwing knives | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 3/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You 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 |
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 AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed red crystal shard. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed xorn fragment. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed honey tree root. | 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 within7 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T3 feet armor [Rare] Arcane While equipped: Stats +3 Cun +2 Con dps ---------- Spell.crit +5% Spell.pwr +5 (+3 eff.) Res.pen +10% arcane ----- def ----- Armour +3 Silence- +37% Confus- +23% Stun/Frz- +22% A pair of boots made of leather. |
Light source | ![]() 1.0 T3 lite [Rare] Nature While equipped: Stats +5 Str +2 Con dps ---------- Apr +1 ----- def ----- Armour +4 Max.HP +44.00 ---------- misc Stam/turn +3.00 Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Crit.mult +20.00% Mind.pwr +3 (+1 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +6% mind Max.HP +20.00 HP.reg +2.00 A cap made of leather. |
On hands | ![]() 1.0 T1 hands armor [Rare] Master While equipped: Stats +3 Str +4 Dex dps ---------- Phys.pwr +6 (+3 eff.) Melee Ret 2 mind On Hit (Melee): * 10% chance to reduce damage dealt by 17% ----- def ----- Armour +1 ---------- misc Max.psi +10.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 T3 totem charm [Rare] Nature While equipped: Stats +4 Cun dps ---------- Crit.mult +5.00% Mind.pwr +10 (+5 eff.) ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Psi/ret +0.16 Hate/m.crit +1.00 Heal yourself and all friendly characters within 10 spaces for 260 Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) HP.reg +1.00 Stun/Frz- +21% Rings make your fingers look great! |
On fingers | ![]() marksman's copper ring of lightning (+22%) 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +11% lightning Acc +6 (+2 eff.) ----- def ----- Resists +22% lightning Rings make your fingers look great! |
Around neck | ![]() 0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +13% lightning Stun/Frz- +21% ---------- misc Masteries +0.12 Technique/Duelist Amulets make your neck look great! |
In main hand | ![]() 1.0 T3 dagger 1H weapon [Ego] Master Power 131% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: dps ---------- Acc +7 (+3 eff.) ----- def ----- Defense +8 (+2 eff.) Disarm- +24% Sharp, short and deadly. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Master While equipped: ----- def ----- Armour +8 Defense +9 (+3 eff.) Resists +3% lightning Stealth +5 Die.at -40.00 life Cut- +10% A belt that goes around your waist. |
In off hand | ![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 129% Range: 1.3x Uses 50% Cun, 50% Dex, 15% Mag Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. 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 3.0 Pwr.cost 17 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 77.37 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Nature While equipped: ----- def ----- Defense +2 (+0 eff.) Resists +9% blight +6% fire Phys.save +13 (+6 eff.) Mind.save +8 (+4 eff.) Die.at -50.00 life Max.HP +80.00 HP.reg +4.00 Silence- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T1 cloth armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +11% mind ----- def ----- Resists +3% acid +11% mind +7% all Phys.save +6 (+3 eff.) Spell.save +3 (+2 eff.) Die.at -60.00 life A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +4 Cun +1 Con dps ---------- Res.pen +20% nature ----- def ----- Resists +3% light Amulets make your neck look great! |
![]() gold amulet of constitution (+4) 0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Con Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +11% nature Acc +6 (+2 eff.) ----- def ----- Resists +22% nature Rings make your fingers look great! |
![]() 1.0 T2 dagger 1H weapon [Random Unique] Nature/Master Power 117% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +6 nature On Hit.r1 +4 cold On Hit: * 10% chance to slow global speed by 47% While equipped: dps ---------- Res.pen +6% physical Acc +7 (+3 eff.) Apr +6 ----- def ----- Resists +6% nature Sharp, short and deadly. |
![]() Loamwreath (101% power, 6 apr) 1.0 T2 dagger 1H weapon [Random Unique] Nature/Master Power 101% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +23 nature On Hit.r1 +8 cold On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +6 Con +6 Wil dps ---------- Phys.crit +7.0% ----- def ----- Resists +3% nature +6% cold Max.HP +10.00 Sharp, short and deadly. |
![]() Shantiz the Stormblade (111% power, 20 apr) 1.0 T3 dagger 1H weapon [Unique] Nature Power 111% Range: 1.3x Uses 100% Dex, 0% Cun Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
![]() 1.0 T3 dagger 1H weapon [Rare] Master Power 118% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +20 (+10 eff.) Dmg.mod +6% temporal Res.pen +7% physical Acc +9 (+3 eff.) Apr +8 Melee Ret 2 mind On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Spell.save +3 (+2 eff.) Sharp, short and deadly. |
![]() Shadezephyr the linen robe (5 def, 0 armour) 2.0 T1 cloth armor [Rare] Nature While equipped: Stats +1 Con dps ---------- Dmg.mod +10% nature +9% darkness Res.pen +10% physical On Hit (Melee): * 10% chance to reduce armor by 25% ----- def ----- Defense +5 (+1 eff.) Resists +15% nature +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() focusing linen robe of frost (+16%) (0 def, 0 armour) 2.0 T1 cloth armor [Ego] Nature/Psionic While equipped: Stats +5 Mag +4 Wil dps ---------- Dmg.mod +11% cold ----- def ----- Resists +7% all +16% cold ---------- misc Mana/turn +0.12 Psi/turn +0.11 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() focusing woollen robe of frost (+18%) (0 def, 0 armour) 2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Dmg.mod +12% cold ----- def ----- Resists +9% all +18% cold ---------- misc Mana/turn +0.12 Psi/turn +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() verdant woollen robe (0 def, 0 armour) 2.0 T2 cloth armor [Ego+] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +6% nature ----- def ----- Resists +9% all Poison- +20% Disease- +22% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() cashmere robe 'Ulesin' (0 def, 6 armour) 2.0 T3 cloth armor [Rare] Arcane While equipped: Stats +5 Str +2 Dex dps ---------- Phys.crit +3.0% Phys.pwr +10 (+4 eff.) Dmg.mod +19% arcane ----- def ----- Armour +6 Resists +11% all ---------- misc Max.mana +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +15% physical On Hit (Melee): * 10% chance to reduce damage dealt by 17% ----- def ----- Defense +26 (+8 eff.) Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Floekin (0 def, 3 armour) 2.0 T3 feet armor [Rare] Arcane While equipped: Stats +1 Str +1 Con dps ---------- Spell.pwr +4 (+2 eff.) Dmg.mod +12% cold Res.pen +5% mind ----- def ----- Armour +3 ---------- misc See.Invis +15 A pair of boots made of leather. |
![]() rough leather gloves of magic (+2) (0 def, 1 armour) 1.0 T1 hands armor [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +4% arcane ----- def ----- Armour +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Frozenraven the hardened leather gloves (0 def, 2 armour) 1.0 T2 hands armor [Rare] Arcane While equipped: Stats +7 Mag +3 Wil dps ---------- Melee+ 5 acid 4 fire 3 cold 5 lightning Dmg.mod +6% cold ----- def ----- Armour +2 Resists +15% cold Crit.chn- 15.00% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() restful hardened leather gloves of magic (+2) (0 def, 2 armour) 1.0 T2 hands armor [Ego] Arcane/Psionic While equipped: Stats +2 Mag dps ---------- Dmg.mod +5% arcane ----- def ----- Armour +2 HP.reg +1.00 ---------- misc Stam/turn +0.50 Max.stam +12.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Ce'Norin the Blindtrencher (0 def, 3 armour) 2.0 T3 head armor [Rare] Master While equipped: Stats +5 Con dps ---------- Res.pen +20% mind Melee Ret 4 mind On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Fatigue +3% Resists +6% mind +3% darkness Def/telep +5 Res/telep +5% Dur/telep +5% A cap made of leather. |
![]() 0.0 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. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +4 Dex +3 Wil dps ---------- Spell.crit +2% Spell.pwr +15 (+8 eff.) Phasing +10% ----- def ----- Max.HP +44.00 ---------- misc Light +3 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. |
![]() 2.0 T1 lite [Ego] Master While equipped: ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 T3 lite [Rare] Psionic While equipped: Stats +1 Con dps ---------- Mind.crit +3% Phasing +30% ----- def ----- Crit.chn- 15.00% Spell.save +9 (+5 eff.) Mind.save +7 (+3 eff.) ---------- misc Light +4 See.Stealth +10 See.Invis +14 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +12% mind ----- def ----- Resists +3% lightning +3% mind +6% light Max.HP +40.00 ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 17 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 8 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 20% 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 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. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to heal for 30. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Garin [power 175] (13 cooldown) 2.0 T2 wand charm [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Spell.crit +2% Res.pen +15% arcane ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Vim/s.crit +1.00 Max.vim +20.00 Fire a magical bolt dealing 175 cold damage Puts all charms on 13 cooldown 100% to increase all damage penetration by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Silent the Halfling Rogue level 16
33rd Dusk 122nd year of Ascendancy at 08:12 see stats
By Silent the Halfling Rogue level 10
7th Dusk 122nd year of Ascendancy at 16:59 see stats
By Silent the Halfling Rogue level 18
32nd Haze 122nd year of Ascendancy at 00:13 see stats
By Silent the Halfling Rogue level 9
7th Dusk 122nd year of Ascendancy at 06:15 see stats
By Silent the Halfling Rogue level 19
2nd Regrowth 123rd year of Ascendancy at 05:41 see stats
By Silent the Halfling Rogue level 7
3rd Flare 122nd year of Ascendancy at 19:10 see stats
By Silent the Halfling Rogue level 16
43rd Dusk 122nd year of Ascendancy at 16:48 see stats
Log
Silent performs a melee critical strike against Beluletta the worm that walks!
Silent hits Beluletta the worm that walks for 64 darkness, 32 physical, 90 physical (186 total damage).
Beluletta the worm that walks casts Epidemic.
Silent is afflicted by an epidemic!
Your shield crumbles under the damage!
The shield around Silent crumbles.
The diseases of Beluletta the worm that walks spread!
Melee retaliation hits Beluletta the worm that walks for 2 mind, 2 mind (4 total damage).
Ruin hits Beluletta the worm that walks for 12 healing, 13 healing (0 total damage) [25 healing].
Beluletta the worm that walks hits Silent for (18 parried), (61 absorbed), 0 blight, (4 absorbed), 22 blight, 43 blight, 25 blight (90 total damage).
Epidemic from Beluletta the worm that walks hits Silent for 62 blight damage.
LIFE LOST WARNING!
Silent uses Infusion: Healing.
Silent is free from the epidemic.
Silent receives 57 healing from Infusion: Healing.
Silent uses Luck of the Little Folk.
Silent seems more aware.
Silent uses Whirlwind.
Silent becomes a whirlwind of weapons!
Silent performs a melee critical strike against Beluletta the worm that walks!
Beluletta the worm that walks resists the shadowy cut
Beluletta the worm that walks shrugs off Silent's 'Bleeding'!
Silent hits Beluletta the worm that walks for 25 physical, 49 darkness, 25 physical (98 total damage).
Beluletta the worm that walks casts Virulent Strike.
Beluletta the worm that walks performs a melee critical strike against Silent!
Melee retaliation hits Beluletta the worm that walks for 2 mind, 2 mind (4 total damage).
Beluletta the worm that walks receives 14 healing from Ruin.
Beluletta the worm that walks hits Silent for (18 parried), 146 physical, 26 blight, 138 physical (310 total damage).
Silent the level 19 halfling rogue was ground to death by Beluletta the worm that walks on level 1 of Tulabar.