
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Tough Melinda 1.5.0This mod give 1000 more hp to Melinda and increase is regeneration of 100 (140 with modificator) 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:
ZOmnibus Addon Pack 1.7.4Combines 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: Better Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 Escort Rescheduling 1.7.0Slightly adjust the random level selection for escort quests to avoid levels with zone bosses. Automated Portable Extractor (APE) Tweak 1.3.0Tweak to make the APE also generate Fortress Energy, for using tinkers in the main Maj'Eyal campain. Also lets Adventurers start with an APE and equipment for tinker classes, even if you haven't unlocked that achievement the normal way. Note: this does not auto-extract gems with Stone Alchemy. Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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. Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Schematic Recycling 1.6.6Undoes a small change in release 1.1.5 of the Embers of Rage DLC, allowing schematics to once again be transmogrified via the Transmogrification Chest or melted down in the Automated Portable Extractor. 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 1.7.4Official 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:
Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. 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 Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Better Item Description 1.7.2This 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 Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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 | Female |
Race | Krog |
Class | Bulwark |
Level / Exp | 20 / 53% |
Size | big |
Lifes / Deaths | Killed by corrupted gigantic corrosive tunneler at level 20 on the 2nd Decay 122nd year of Ascendancy at 04:53 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 55 (base 47) |
Dexterity | 19 (base 20) |
Constitution | 36 (base 29) |
Magic | 10 (base 10) |
Willpower | 26 (base 10) |
Cunning | 19 (base 10) |
Resources
Life | -76/901 |
Stamina | 167/197 |
Equilibrium | 0 |
Healing Factor | 1.2979202340233 |
Regeneration | 4.7601834300112 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 5 |
See Stealth | 20.783939787388 |
See Invisible | 26.783939787388 |
Offense: Mainhand
Damage | 66 |
Accuracy | 43 |
Crit Chance | 10% |
APR | 4 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 3.3333333333333 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 31 |
Crit Chance | 17% |
Speed | 1 |
Offense: Damage Bonus
Nature | +30% |
Acid | +11% |
Fire | +3% |
All | 0% |
Offense: Damage Penetration
Mind | +10% |
Darkness | +10% |
Fire | +15% |
Nature | +20% |
Defense: Base
Armour (hardiness) | 48.08934837382 (81.151787968034%) |
Defense | 40 |
Ranged Defense | 40 |
Fatigue | 28 |
Physical Save | 41 |
Spell Save | 33 |
Mental Save | 27 |
Defense: Resistances
Acid | + 42%( 70%) |
Blight | + 20%( 70%) |
Arcane | + 15%( 70%) |
Cold | + 59%( 70%) |
All | 0%( 70%) |
Darkness | + 36%( 70%) |
Light | + 24%( 70%) |
Temporal | + 3%( 70%) |
Physical | + 7%( 70%) |
Lightning | + 20%( 70%) |
Fire | + 36%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Stun Resistance | 41% |
Poison Resistance | 10% |
Blind Resistance | 25% |
Disarm Resistance | 49% |
Bleed Resistance | 50% |
Teleport Resistance | 10% |
Pinning Resistance | 28% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 317 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 103 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 368 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Effects
Quests
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 lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved Strength 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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed sandworm tooth. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed bear paw. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * '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.' * You've found the needed orc heart. * You've found the needed honey tree root. Ungrol of Last Hope needs your help making an elixir of foundations. 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.' * You've found the needed snow giant kidney. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 within2 lumberjacks have died. | done |
Equipment
On feet | ![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +2 Mag +5 Con dps ---------- Mind.pwr +10 (+5 eff.) Res.pen +10% mind ----- def ----- Armour +8 Resists +8% acid +12% darkness +10% fire +10% cold +7% lightning ---------- misc See.Invis +6 A pair of boots made of leather. |
Light source | ![]() 1.0 T3 lite [Rare] Master While equipped: ----- def ----- Resists +12% blight +3% temporal +9% cold Max.HP +20.00 Poison- +10% Knockbk- +20% ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Disrupt While equipped: ----- def ----- Armour +4 Fatigue +4% Resists +3% darkness +8% blight +5% arcane +14% nature +6% light Crit.dmg- 15.00% Spell.save +12 (+6 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.5 T3 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +6 Cun +6 Wil dps ---------- Mind.crit +9% Mind.pwr +8 (+4 eff.) Dmg.mod +15% nature Res.pen +15% nature ----- def ----- Armour +4 Defense +3 (+1 eff.) Spell.save +8 (+4 eff.) Max.HP +60.00 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 voratun gauntlets appear to have suffered considerable damage. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
Tool | ![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% acid ----- def ----- Armour +2 Defense +25 (+8 eff.) Resists +22% acid +1% physical Die.at -20.00 life Teleport- +10% Def/telep +5 Res/telep +5% Dur/telep +5% Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Wil dps ---------- Dmg.mod +12% nature Res.pen +15% fire Melee Ret 4 nature 4 fire ----- def ----- Resists +30% nature Mind.save +10 (+5 eff.) Max.HP +31.00 Disarm- +29% Pinning- +28% Knockbk- +20% Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +8 Lck dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +7 (+2 eff.) Resists +12% light +6% fire +12% cold +5% arcane +12% darkness Crit.dmg- 5.00% Unseen.red 11% Heal.mod +10% Blind- +25% Cut- +50% Heal: Puts all charms on 35 cooldown Level 1.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 157 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
In main hand | ![]() 3.0 T3 longsword 1H weapon [Rare] Psionic Power 23.0 - 32.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +13 mind +8 light +20 fire On Hit.r1 +12 fire On Crit.r2 +12 light On Hit: * 22% chance to reduce all saves and defense by 21 While equipped: Stats +3 Cun +3 Wil dps ---------- Dmg.mod +3% fire ----- def ----- Resists +6% light Sharp, long, and deadly. |
Around waist | ![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | ![]() 7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+3 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Cloak | ![]() 2.0 T3 cloak armor [Random Unique] Nature While equipped: dps ---------- Dmg.mod +3% nature Res.pen +5% nature On Hit (Melee): * 10% chance to slow global speed by 47% ----- def ----- Defense +2 (+1 eff.) Resists +6% acid +5% fire +5% arcane +7% cold +6% nature +6% lightning Phys.save +7 (+3 eff.) Mind.save +7 (+4 eff.) Die.at -50.00 life 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. |
Main armor | ![]() 17.0 T1 massive armor Reqs Massive armour training [Rare] Nature While equipped: dps ---------- Res.pen +10% darkness Melee Ret 6 light 2 mind On Hit (Melee): * 10% chance to reduce all saves and defense by 21 ----- def ----- Armour +7 Fatigue +22% Resists +6% acid +6% physical +9% darkness +5% fire +7% lightning +6% cold Disarm- +20% Stun/Frz- +21% Knockbk- +21% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
Inventory
![]() 0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 13% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 70 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. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 102 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 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 48 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 Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +6 Dex +1 Mag +4 Wil +5 Cun +3 Con dps ---------- Mov.spd +10% Dmg.mod +9% cold ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
![]() 5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +13% Crit.mult +12.00% Spell.pwr +15 (+4 eff.) S.pwr/crit +7 Dmg.mod +20% blight ---------- misc Talents +1 Command Staff Conjure elemental energy in a radius 6 cone, dealing 18.22 to 21.86 blight damage Puts all charms on 8 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon Reqs Mag 24 [Ego++] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Crit.mult +19.00% Spell.pwr +14 (+4 eff.) Melee+ 24 fire Dmg.mod +20% physical ----- def ----- Armour +8 Defense +6 (+2 eff.) ---------- misc See.Invis +5 Wards +3 physical Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T3 battleaxe 2H weapon [Ego+] Master Power 31.0 - 46.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +10.0% Massive two-handed battleaxes. |
![]() 5.0 T2 greatmaul 2H weapon [Ego+] Disrupt/Master Power 28.0 - 42.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Against +16% Unnatural While equipped: Stats +3 Wil dps ---------- Res.pen +12% physical Acc +10 (+3 eff.) Apr +9 Massive two-handed mauls. |
![]() 5.0 T3 greatmaul 2H weapon [Ego] Arcane/Master Power 50.5 - 75.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Massive two-handed mauls. |
![]() 3.0 T2 greatsword 2H weapon [Ego] Master Power 34.5 - 55.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Acc +10 (+3 eff.) ----- def ----- Defense +7 (+2 eff.) Disarm- +35% Massive two-handed swords. |
![]() 3.0 T2 greatsword 2H weapon [Ego] Nature Power 24.0 - 38.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +10 nature Massive two-handed swords. |
![]() 3.0 T2 longsword 1H weapon [Ego+] Psionic Power 16.0 - 22.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Sharp, long, and deadly. |
![]() 3.0 T3 longsword 1H weapon [Random Unique] Arcane/Nature Power 21.5 - 30.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +10 nature On Hit: * 10% chance to gain 10% of a turn (3/turn limit) On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: Stats +6 Str +5 Dex +8 Mag +3 Wil +5 Cun +6 Con dps ---------- Spell.crit +4% S.pwr/crit +4 On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) Sharp, long, and deadly. |
![]() 3.0 T3 longsword 1H weapon [Ego] Nature Power 24.5 - 34.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +8 nature Sharp, long, and deadly. |
![]() 3.0 T2 mace 1H weapon [Random Unique] Nature/Disrupt/Master Power 21.0 - 29.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Hit: * 15 arcane resource burn While equipped: Stats +1 Dex +7 Wil +5 Con dps ---------- Acc +15 (+5 eff.) Melee Ret 4 physical ----- def ----- Max.HP +33.00 Blunt and deadly. |
![]() 4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Rare] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 On Hit.r1 +4 lightning On Crit.r2 +8 acid On Hit: * 20% chance to reduce armor by 8% While equipped: dps ---------- Dmg.mod +15% lightning Res.pen +10% lightning +12% all Acc +15 (+5 eff.) Apr +12 ----- def ----- Resists +12% nature Longbows are used to shoot arrows at your foes. |
![]() 4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego] Disrupt/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 While equipped: Stats +5 Dex ----- def ----- Resists +14% acid +12% lightning +15% cold +14% fire +6% all Spell.save +12 (+6 eff.) Longbows are used to shoot arrows at your foes. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Ego+] Nature When used to Attack: Power 32.5 - 39.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +78 While equipped: ----- def ----- Armour +6 Fatigue +8% Resists +7% acid +7% fire +7% lightning +5% cold ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 2.0 T1 cloth armor [Rare] Psionic While equipped: Stats +5 Mag +7 Wil +1 Cun dps ---------- Dmg.mod +6% acid +6% physical Acc +5 (+1 eff.) ----- def ----- Resists +9% acid +7% all ---------- misc Mana/turn +0.13 Psi/turn +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +8% blight +11% all Max.HP +50.00 HP.reg +2.60 Heal.mod +14% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+5 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 25 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 39.90 to 119.70 lightning damage (79.80 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +10 Defense +3 (+1 eff.) Fatigue +12% Resists +7% acid +8% cold ---------- misc Breathe water A suit of armour made of mail. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +18 Defense +3 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Wil dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 21 ----- def ----- Defense +12 (+4 eff.) Phys.save +3 (+1 eff.) Spell.save +3 (+2 eff.) Stealth +8 Pinning- +10% Knockbk- +10% ---------- misc Max.hate +8.00 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +12% fire Melee Ret 10 fire ----- def ----- Resists +9% cold Spell.save +8 (+4 eff.) ---------- misc Light +3 Size +1 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: Stats +4 Cun dps ---------- Mind.pwr +25 (+11 eff.) ----- def ----- Mind.save +6 (+3 eff.) HP.reg +1.50 Heal.mod +13% ---------- misc Equi/ret +0.08 Max.psi +20.00 A belt that goes around your waist. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% acid ----- def ----- Armour +3 Fatigue -5% Resists +12% lightning +3% temporal +3% blight +6% cold +9% nature Phys.save +7 (+3 eff.) ---------- misc Max.enc +25 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +4 Str +2 Dex +2 Cun +6 Con dps ---------- Mind.crit +4% Melee Ret 6 cold ----- def ----- Armour +7 ---------- misc Infravis +2 A pair of boots made of leather. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +2 Cun +3 Wil dps ---------- Phys.crit +4.0% Phys.pwr +4 (+1 eff.) Dmg.mod +6% acid Res.pen +5% nature Apr +5 Melee Ret 4 acid ----- def ----- Armour +4 Fatigue +3% Resists +12% acid Phys.save +9 (+3 eff.) Spell.save +7 (+4 eff.) Mind.save +7 (+4 eff.) ---------- misc Stam/turn +0.40 Max.stam +18.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +4 Cun +1 Str dps ---------- Mind.crit +2% Mind.pwr +3 (+2 eff.) Dmg.mod +3% physical ----- def ----- Armour +2 Defense +1 (+0 eff.) ---------- misc Stam/turn +2.00 Psi/turn +0.13 Light +1 Infravis +3 A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +4 Str +4 Wil dps ---------- Phys.pwr +7 (+2 eff.) ----- def ----- Armour +1 Defense +10 (+3 eff.) Fatigue +1% Resists +3% temporal +12% cold +5% physical Phys.save +7 (+3 eff.) Max.HP +20.00 Blind- +20% A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% fire ----- def ----- Armour +3 Fatigue +3% Resists +14% lightning +6% temporal +5% arcane +6% fire +12% nature +3% mind A cap made of leather. |
![]() 2.0 T3 head armor [Ego] Master While equipped: Stats +2 Dex ----- def ----- Armour +3 Fatigue +3% Resists +8% fire +7% cold A cap made of leather. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +3 Con dps ---------- Res.pen +5% fire Acc +20 (+6 eff.) ----- def ----- Armour +6 Fatigue +4% Phys.save +9 (+3 eff.) ---------- misc Stam/turn +1.00 Max.stam +10.00 Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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 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 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 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 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature 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 T3 gift gem [Legendary] Unknown While carried: Light +2 Explode a sphere. Uses 1 power out of 1697/2022 A set of 2022 tiny explosive spheres. |
![]() 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 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 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 T2 wand charm [Ego] Arcane Create a shield absorbing up to 194 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to heal for 34. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Amarillys the Krog Bulwark level 17
56th Haze 122nd year of Ascendancy at 09:25 see stats
By Amarillys the Krog Bulwark level 8
7th Haze 122nd year of Ascendancy at 12:01 see stats
By Amarillys the Krog Bulwark level 10
16th Haze 122nd year of Ascendancy at 15:28 see stats
By Amarillys the Krog Bulwark level 20
1st Decay 122nd year of Ascendancy at 15:55 see stats
By Amarillys the Krog Bulwark level 7
1st Time of Equilibrium 122nd year of Ascendancy at 15:59 see stats
By Amarillys the Krog Bulwark level 15
41st Haze 122nd year of Ascendancy at 12:00 see stats
Log
Corrupted gigantic corrosive tunneler casts Worm Rot.
Amarillys shrugs off Corrupted gigantic corrosive tunneler's 'Worm Rot'!
A wave of icy water sprays out from Amarillys towards Corrupted gigantic corrosive tunneler!
Amarillys hits Corrupted gigantic corrosive tunneler for 32 cold damage.
Melee retaliation hits Corrupted gigantic corrosive tunneler for 3 light, 1 fire, 2 mind, 3 nature, 3 light, 1 fire, 1 mind, 3 nature (16 total damage).
Raze hits Amarillys for (2 blocked), 0 darkness, (2 blocked), 0 darkness, (2 blocked), 0 darkness, (2 blocked), 0 darkness (0 total damage).
Corrupted gigantic corrosive tunneler hits Amarillys for (47 blocked), 0 blight, (7 blocked), 0 lightning, (36 blocked), 0 blight, (7 blocked), 0 lightning (0 total damage).
A wave of icy water sprays out from Amarillys towards Corrupted gigantic corrosive tunneler!
Amarillys hits Corrupted gigantic corrosive tunneler for 32 cold damage.
Raze hits Amarillys for (2 blocked), 0 darkness, (2 blocked), 0 darkness (0 total damage).
Corrupted gigantic corrosive tunneler's Volcano hits Amarillys for (29 blocked), 0 fire, (39 blocked), 0 physical (0 total damage).
A wave of icy water sprays out from Amarillys towards Corrupted gigantic corrosive tunneler!
A wave of icy water sprays out from Amarillys towards Corrupted gigantic corrosive tunneler!
Amarillys stops regenerating health quickly.
Amarillys hits Corrupted gigantic corrosive tunneler for 32 cold, 32 cold (64 total damage).
Bleeding from Corrupted gigantic corrosive tunneler hits Amarillys for (39 blocked), 0 physical (0 total damage).
Raze hits Amarillys for (2 blocked), 0 darkness, (2 blocked), 0 darkness (0 total damage).
Acid Splash from Corrupted gigantic corrosive tunneler hits Amarillys for (4 blocked), 0 acid (0 total damage).
--------------------------------
Amarillys uses Infusion: Regeneration.
Amarillys starts regenerating health quickly.
Corrupted gigantic corrosive tunneler uses Assault.
Corrupted gigantic corrosive tunneler performs a melee critical strike against Amarillys!
Corrupted gigantic corrosive tunneler misses Amarillys.
Corrupted gigantic corrosive tunneler hits Amarillys for 83 physical, 7 lightning, 163 physical, 7 lightning (261 total damage).
Raze hits Amarillys for 2 darkness, 2 darkness, 2 darkness (7 total damage).
Melee retaliation hits Corrupted gigantic corrosive tunneler for 3 light, 1 fire, 1 mind, 3 nature, 3 light, 1 fire, 1 mind, 3 nature (15 total damage).
Blood Splash hits Corrupted gigantic corrosive tunneler for 36 healing, 36 healing (0 total damage) [71 healing].
Amarillys the level 20 krog bulwark was electrocuted to death by corrupted gigantic corrosive tunneler on level 4 of Sandworm lair.