![](/images/gfx-tome/shockbolt/player/ogre_male/base_shadow_01.png)
![](/images/gfx-tome/shockbolt/player/ogre_male/cloak_behind_07.png)
![](/images/gfx-tome/shockbolt/player/ogre_male/base_09.png)
![](/images/gfx-tome/shockbolt/player/ogre_male/feet_06.png)
![](/images/gfx-tome/shockbolt/player/ogre_male/lower_body_01.png)
![](/images/gfx-tome/shockbolt/player/ogre_male/upper_body_36.png)
![](/images/gfx-tome/shockbolt/player/ogre_male/cloak_shoulder_07.png)
![](/images/gfx-tome/shockbolt/player/ogre_male/hair_blond_01.png)
![](/images/gfx-tome/shockbolt/player/ogre_male/head_21.png)
![](/images/gfx-tome/shockbolt/player/ogre_male/hands_08.png)
![](/images/gfx-tome/shockbolt/player/ogre_male/mindstar_vines_right_01.png)
![](/images/gfx-tome/shockbolt/player/ogre_male/mindstar_living_left_01.png)
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Enemy Warnings 1.7.2Minmay's Enemy Warnings addon, designed to alert the player about certain dangers without information leaks. nefigah says: "Minmay wrote all the underlying code but no UI; I'm working on adding some UI bit by bit. The initial release will simply allow configuring a number of infamous talents to warn about. Other configuration, such as dangerous weapon egos, will come in a future release. Minmay's code is pretty well tested, so any bugs are likely my fault." Changelog1.0.0: Weight: 124578 Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Talent Point Planner 1.7.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: 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:
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 Restart Sustains 1.7.0Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: 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.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Ogre |
Class | Summoner |
Level / Exp | 20 / 55% |
Size | big |
Lifes / Deaths | Killed by Bethyremira the cutpurse at level 20 on the 47th Dusk 122nd year of Ascendancy at 20:08 / 1 |
Primary Stats
Strength | 22 (base 10) |
Dexterity | 10 (base 11) |
Constitution | 14 (base 10) |
Magic | 20 (base 10) |
Willpower | 64 (base 47) |
Cunning | 50 (base 41) |
Resources
Life | -251/623 |
Equilibrium | 42 |
Healing Factor | 1.1972895330003 |
Regeneration | 2.3347145893507 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 33.595095619122 |
See Invisible | 33.595095619122 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 33 |
Accuracy | 39 |
Crit Chance | 17% |
APR | 29 |
Speed | 1.00 |
Offense: Offhand
Damage | 45 |
Accuracy | 39 |
Crit Chance | 19% |
APR | 51 |
Speed | 1.00 |
Offense: Spell
Spellpower | 20 |
Crit Chance | 14% |
Speed | 1 |
Offense: Mind
Mindpower | 54 |
Crit Chance | 30% |
Speed | 1 |
Offense: Damage Bonus
Arcane | +3% |
Cold | +29% |
All | 0% |
Lightning | +14% |
Physical | +19% |
Temporal | +11% |
Mind | +11% |
Darkness | +4% |
Fire | +15% |
Nature | +4% |
Offense: Damage Penetration
Cold | +15% |
Darkness | +5% |
Defense: Base
Armour (hardiness) | 26 (30%) |
Defense | 8 |
Ranged Defense | 8 |
Fatigue | 2 |
Physical Save | 32 |
Spell Save | 25 |
Mental Save | 41 |
Defense: Resistances
Acid | + 24%( 70%) |
Blight | + 21%( 70%) |
Physical | + 16%( 70%) |
Cold | + 48%( 70%) |
All | + 11%( 70%) |
Lightning | + 32%( 70%) |
Light | + 16%( 70%) |
Temporal | + 26%( 70%) |
Mind | + 24%( 70%) |
Darkness | + 25%( 70%) |
Fire | + 33%( 70%) |
Nature | + 16%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 30% |
Bleed Resistance | 20% |
Stun Resistance | 44% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 187 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 50 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. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 464% 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. |
Class Talents
Wild-gift / Summoning (utility) | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Summoning (melee) | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Summoning (advanced) | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Summoning (distance) | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 4/5 |
Wild-gift / Summoning (augmentation) | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Generic Talents
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Wild-gift / Mindstar mastery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
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 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 tinker to the recall portal on level 3 of Scintillating Caves. Escort: lost tinker (level 3 of Scintillating Caves)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved Willpower 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 have explored the Old Forest and vanquished Wrathroot. * 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 |
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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one 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.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed vial of wight ectoplasm. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed bear paw. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' | 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 | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: ----- def ----- Armour +5 Fatigue +2% Resists +6% acid Phys.save +12 (+6 eff.) Die.at -20.00 life HP.reg +1.00 Heal.mod +11% Disarm- +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Mind.crit +2% Mind.pwr +15 (+5 eff.) Dmg.mod +6% mind Melee Ret 2 mind ----- def ----- Mind.save +12 (+4 eff.) Max.HP +45.00 ---------- 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. |
On head | ![]() 2.0 T1 head armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +11% temporal On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 12 ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +11% temporal Max.HP +20.00 Disarm- +20% A pointy cloth hat, very wizardly... |
On hands | ![]() 1.0 T2 hands armor [Rare] Master While equipped: dps ---------- Res.pen +5% darkness On Hit (Melee): * 20% chance to reduce all saves and defense by 32 ----- def ----- Armour +7 Resists +15% mind +3% darkness Mind.save +11 (+4 eff.) Max.HP +49.00 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 T1 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% arcane Melee Ret 6 arcane 6 fire ----- def ----- Resists +3% fire ---------- misc Wards +3 lightning +3 mind +2 arcane +2 nature Talents +1 Ward Fire a magical bolt dealing 126 fire damage Puts all charms on 13 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +5 Cun +7 Wil dps ---------- Crit.mult +5.00% Mind.pwr +7 (+2 eff.) ----- def ----- Resists +6% darkness ---------- misc Psi/ret +0.12 Hate/m.crit +2.00 Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +4 Str +4 Con dps ---------- Phys.crit +2.0% Dmg.mod +9% physical Apr +4 ----- def ----- Armour +8 Die.at -40.00 life Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Random Unique] Arcane/Nature While equipped: Stats +3 Mag dps ---------- Mind.crit +5% ----- def ----- Resists +14% lightning +6% physical Stun/Frz- +24% ---------- misc Stam/turn +0.30 Psi/ret +0.04 Max.hate +4.00 Amulets make your neck look great! |
In main hand | ![]() 3.0 T2 mindstar 1H weapon [Random Unique] Nature Power 5.5 - 6.1 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +7 (+2 eff.) Dmg.mod +4% nature On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +5% blight +6% temporal +3% lightning Max.HP +13.00 HP.reg +0.70 Heal.mod +5% Disease- +12% ---------- misc Talents +1 Attune Mindstar 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. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Arcane While equipped: Stats +1 Wil dps ---------- Mind.crit +3% ----- def ----- Resists +6% acid +6% light +7% darkness Crit.chn- 10.00% Max.HP +80.00 Stun/Frz- +20% A belt that goes around your waist. |
In off hand | ![]() 3.0 T5 mindstar 1H weapon [Ego] Nature/Psionic Power 18.0 - 19.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Melee+ 3 mind 5 darkness Dmg.mod +5% mind +4% darkness ----- def ----- Phys.save +7 (+4 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) ---------- misc Equi/ret +1.30 Talents +1 Attune Mindstar 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. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Spell.crit +1% ----- def ----- Defense +7 (+7 eff.) Resists +3% acid +6% cold Crit.chn- 5.00% Phys.save +7 (+4 eff.) Die.at -40.00 life Max.HP +20.00 Cut- +20% 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 T3 cloth armor [Random Unique] Nature While equipped: Stats +5 Str +5 Mag +6 Wil dps ---------- Dmg.mod +14% lightning +15% fire +10% physical +29% cold Res.pen +15% cold ----- def ----- Resists +7% lightning +22% fire +6% blight +36% cold +6% nature +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 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 55 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 15% all resistance, you move 33% faster, and you are invisible (power 10). 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 spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a 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 54 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: Stats +4 Dex ----- def ----- Fatigue -6% HP.reg +1.00 Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Dex +2 Wil +1 Cun +2 Con dps ---------- Dmg.mod +9% blight Acc +6 (+6 eff.) On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 12 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +10% darkness ----- def ----- Armour +4 Resists +20% darkness Rings make your fingers look great! |
![]() 3.0 T2 battleaxe 2H weapon [Normal] Power 19.5 - 29.2 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Massive two-handed battleaxes. |
![]() 1.0 T2 dagger 1H weapon Reqs Dex 32 [Unique] Arcane Power 25.0 - 32.5 Physical Uses 50% Dex, 15% Mag, 50% Str 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 64.80 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. |
![]() 1.0 T2 dagger 1H weapon Reqs Dex 16 [Rare] Master Power 13.0 - 16.9 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Str dps ---------- Dmg.mod +6% fire +7% physical Res.pen +10% fire Acc +6 (+6 eff.) ----- def ----- Resists +21% fire +5% arcane +6% light Sharp, short and deadly. |
![]() 3.0 T1 greatsword 2H weapon [Rare] Master Power 24.5 - 39.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% While equipped: Stats +4 Wil dps ---------- Crit.mult +15.00% Spell.pwr +15 (+7 eff.) Res.pen +15% arcane ---------- misc Max.mana +40.00 Massive two-handed swords. |
![]() 3.0 T2 greatsword 2H weapon [Random Unique] Arcane/Master/Psionic Power 26.0 - 41.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +3.0% Atk.spd 100% Phasing +20% Melee+ +10 darkness Against +9% Living While equipped: dps ---------- Dmg.mod +3% arcane Res.pen +25% darkness Acc +10 (+9 eff.) ----- def ----- Defense +10 (+10 eff.) Disarm- +29% Massive two-handed swords. |
![]() 4.0 T2 longbow 2H weapon Reqs Dex 16 Shoot [Rare] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 On Hit: 10% Shoot 1 While equipped: Stats +4 Con ----- def ----- Mind.save +3 (+1 eff.) Disease- +20% Stun/Frz- +20% ---------- misc Hate/m.crit +4.00 Longbows are used to shoot arrows at your foes. |
![]() 3.0 T2 mindstar 1H weapon [Ego+] Nature/Psionic Power 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Melee+ 4 physical 4 mind 4 darkness Dmg.mod +5% physical +3% mind +3% darkness Res.pen +9% physical ----- def ----- Resists +4% physical ---------- misc Talents +1 Attune Mindstar 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. |
![]() 4.0 T2 sling 1H weapon Reqs Dex 16 Shoot [Rare] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 On Hit.r1 +4 mind On Crit.r2 +21 acid +13 nature While equipped: Stats +3 Cun +5 Wil dps ---------- Dmg.mod +9% cold Res.pen +9% acid +8% nature Apr +6 ----- def ----- Resists +3% mind +9% cold ---------- misc Psi/ret +0.08 Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 T2 staff 2H weapon [Normal] Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) Dmg.mod +15% acid ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Ego] Nature Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) Dmg.mod +15% blight ----- def ----- Defense +7 (+7 eff.) ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 45.87 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +3 Con dps ---------- Mind.pwr +5 (+2 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 26% ----- def ----- Max.HP +36.00 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Mag +5 Wil +3 Con ----- def ----- Defense +1 (+1 eff.) Resists +18% fire Mind.save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- On Hit (Melee): * 10% chance to reduce all saves and defense by 32 ----- def ----- Defense +6 (+6 eff.) Resists +6% cold Crit.chn- 5.00% Mind.save +3 (+1 eff.) Max.HP +60.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +2 Cun +2 Dex ----- def ----- Defense +1 (+1 eff.) Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag dps ---------- Spell.pwr +12 (+6 eff.) Dmg.mod +20% fire Res.pen +20% fire Melee Ret 18 fire ----- def ----- Armour +2 Defense +15 (+13 eff.) Resists +50% fire -10% cold +11% all Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
![]() 2.0 T2 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +7% blight +9% all Max.HP +49.00 HP.reg +1.90 Heal.mod +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +1 Resists +5% fire +7% cold A pair of boots made of leather. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +4 Dex +4 Wil +3 Cun +8 Con dps ---------- Dmg.mod +6% mind +6% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 12 ----- def ----- Armour +2 Fatigue +3% Phys.save +8 (+4 eff.) ---------- misc Light +1 Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T2 hands armor [Random Unique] Master/Psionic While equipped: Stats +2 Con dps ---------- Dmg.mod +6% arcane Acc +8 (+8 eff.) ----- def ----- Armour +2 Resists +9% nature Phys.save +22 (+10 eff.) Spell.save +5 (+3 eff.) Mind.save +11 (+4 eff.) HP.reg +1.00 Disarm- +43% ---------- misc Stam/turn +0.60 Max.stam +15.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 26 cooldown Level 2.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +4 (+1 eff.) Dmg.mod +5% nature Res.pen +5% nature ----- def ----- Armour +2 Defense +1 (+1 eff.) Spell.save +4 (+2 eff.) Max.HP +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +2 Fatigue +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +4 Dex dps ---------- Acc +13 (+11 eff.) ----- def ----- Armour +2 Fatigue +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T2 hands armor [Rare] Master While equipped: Stats +3 Dex +4 Con dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +6% physical Acc +18 (+13 eff.) Melee Ret 4 blight ----- def ----- Armour +2 Defense +10 (+10 eff.) Die.at -80.00 life ---------- misc Stam/turn +1.00 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. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +6 Dex dps ---------- Dmg.mod +6% physical Melee Ret 2 physical ----- def ----- Armour +3 Fatigue +1% Resists +8% cold ---------- misc Breathe water A cap made of leather. |
![]() 2.0 T1 head armor [Ego++] Master/Psionic While equipped: Stats +3 Str +3 Con dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +12% mind Mind.save +10 (+3 eff.) Confus- +21% A cap made of leather. |
![]() 9.0 T2 light armor [Ego] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+6 eff.) Fatigue +7% Max.HP +24.00 HP.reg +2.70 ---------- misc Stam/turn +0.60 A suit of armour made of leather. |
![]() 3.0 T2 arrow ammo Reqs Dex 16 [Rare] Master Power 17.0 - 23.8 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 44 On Hit.r1 +4 mind +4 blight On Crit.r2 +20 mind On Hit: * 20% chance to reduce strength, dexterity, and constitution by 12 While equipped: ---------- misc Reload +3 Arrows are used with bows to pierce your foes to death. |
![]() 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 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid 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 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str +2 Dex dps ---------- Acc +5 (+5 eff.) ----- def ----- Armour +2 Defense +10 (+10 eff.) Max.HP +22.00 ---------- misc Max.stam +17.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 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 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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 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. |
![]() 3.0 T2 shot ammo Reqs Dex 16 [Rare] Master Power 19.5 - 23.4 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 51 Ranged+ +12 light +16 cold On Hit.r1 +20 cold +16 light +8 fire On Crit.r2 +8 cold While equipped: ---------- misc Reload +2 Shots are used with slings to pummel your foes to death. |
![]() 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 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. |
Achievements
By Golden God the Ogre Summoner level 10
8th Mirth 122nd year of Ascendancy at 18:59 see stats
By Golden God the Ogre Summoner level 20
45th Dusk 122nd year of Ascendancy at 04:45 see stats
By Golden God the Ogre Summoner level 10
9th Mirth 122nd year of Ascendancy at 11:21 see stats
By Golden God the Ogre Summoner level 16
18th Dusk 122nd year of Ascendancy at 08:28 see stats
By Golden God the Ogre Summoner level 16
14th Dusk 122nd year of Ascendancy at 11:54 see stats
Log
Golden God receives 288 healing.
Black jelly evades Xanyda the blue ooze's Beyond the Flesh.
Medic turret's tinker attains critical power!
Golden God evades Medic turret.
Black jelly absorbs some damage. Golden God is closer to nature.
Hymn of Perseverance hits Black jelly for 27 darkness damage.
Bethyremira the cutpurse receives 5 healing from Temporal Restoration Field.
Poison from Golden God hits Xanyda the blue ooze for (14 to psi shield), (11 flat reduction), 9 nature (9 total damage).
Poison from Golden God hits Bethyremira the cutpurse for 38 nature damage.
Medic turret receives 54 healing.
Islelrassra the rogue receives 41 healing from Medic turret.
Bethyremira the cutpurse casts Searing Light.
Bethyremira the cutpurse's spell attains critical power!
Bethyremira the cutpurse hits Golden God for 150 light damage.
Bethyremira the cutpurse's light area effect hits Golden God for 89 light damage.
Black jelly's nature area effect hits Bethyremira the cutpurse for 29 nature damage.
Black jelly's nature area effect hits Xanyda the blue ooze for (10 to psi shield), (11 flat reduction), 5 nature (5 total damage).
Black jelly is no longer evading attacks.
The fabric of time around Bethyremira the cutpurse returns to normal.
Black jelly loses sight!
Black jelly absorbs some damage. Golden God is closer to nature.
Hymn of Perseverance hits Black jelly for 27 darkness damage.
Poison from Golden God hits Xanyda the blue ooze for (14 to psi shield), (11 flat reduction), 9 nature (9 total damage).
Poison from Golden God hits Bethyremira the cutpurse for 38 nature damage.
Medic turret receives 54 healing.
Islelrassra the rogue receives 41 healing from Medic turret.
Bethyremira the cutpurse's light area effect hits Golden God for 89 light damage.
Black jelly's nature area effect hits Bethyremira the cutpurse for 25 nature damage.
Golden God the level 20 ogre summoner was purified to death by Bethyremira the cutpurse on level 3 of The Maze.