








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Opt-in Adventurers Parties 1.7.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Balanced Wanderer Trees 1.7.4This addon gives the class and generic trees equal weight, so trees like Survival are not extremely common. 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:
Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! 1.6.6 Summmoner Fix 1.6.6 Items Vault 1.7.0Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Dread Necromancer 1.6.7The Dread Necromancer is a complete reimagining of Necromancer - while it shares many of the themes and names, and has a few talents retained, it's effectively an entirely new take on the class. See the forum thread for full details. ZOmnibus Lite 1.6.0A 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: Ignore Race/Class Locks 1.1.0Modifies 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: UI Pack: Plumpkins! 1.6.0Cosmetic pack! 1.6.2 Sling Fix 1.6.2Very hacky fix for 1.6.2 sling issue. I don't know how addons work and have made no effort for compatibility or proper implementation of this fix, this is purely at a glance. Editing this into an existing save should be safe. Improved Auto-explore and Rest 1.6.0Quality 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 1.6.0This 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 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:
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 Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Brawler |
| Level / Exp | 17 / 4% |
| Size | medium |
| Lifes / Deaths | Killed by Velyvea the elven warrior at level 12 on the 53rd Haze 122nd year of Ascendancy at 22:36 3 / 2Killed by Mayumina the minotaur at level 16 on the 1st Decay 122nd year of Ascendancy at 19:44 |
Primary Stats
| Strength | 57 (base 23) |
| Dexterity | 54 (base 28) |
| Constitution | 30 (base 10) |
| Magic | 11 (base 10) |
| Willpower | 14 (base 10) |
| Cunning | 49 (base 39) |
Resources
| Life | 462/462 |
| Stamina | 168/168 |
| Healing Factor | 1.3592147729953 |
| Regeneration | 13.931951423202 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 43.294708266768 |
| See Invisible | 46.294708266768 |
Offense: Barehand
| Damage | 61 |
| Accuracy | 41 |
| Crit Chance | 19% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 11 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +3% |
| Light | +19% |
| Temporal | +3% |
| Cold | +35% |
| All | 0% |
Offense: Damage Penetration
| Cold | +5% |
| Physical | +10% |
Defense: Base
| Armour (hardiness) | 13 (30%) |
| Defense | 33 |
| Ranged Defense | 33 |
| Fatigue | 14 |
| Physical Save | 33 |
| Spell Save | 9 |
| Mental Save | 24 |
Defense: Resistances
| Arcane | + 8%( 70%) |
| Mind | + 12%( 70%) |
| All | + 3%( 70%) |
| Physical | + 4%( 70%) |
| Lightning | + 15%( 70%) |
| Light | + 32%( 70%) |
| Temporal | + 8%( 70%) |
| Darkness | + 9%( 70%) |
| Cold | + 28%( 70%) |
| Fire | + 9%( 70%) |
| Nature | + 13%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 21% |
| Bleed Resistance | 100% |
| Confusion Resistance | 32% |
| Fear Resistance | 100% |
| Pinning Resistance | 23% |
| Poison Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 329 damage for 4 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 52 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 Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. |
Class Talents
| Technique / Pugilism | 1.30 |
| 4/5 |
| 2/5 |
| 4/5 |
| 1/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Grappling | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 1/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Unarmed training | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage. Frozen Ground |
| beneficial effect | Countering melee attacks: Has a 18% chance to get an automatic counter attack when avoiding a melee attack. (1.7 counters remaining) Counter Attacking |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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: * You've found the needed red crystal shard. * You've found the needed wretchling eyeball. * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' Ungrol of Last Hope needs your help making an elixir of foundations. 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 chunk of ghoul flesh. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' | 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 within4 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| On feet | Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| On hands | temporal iron gauntlets (0 def, 1 armour)1.5 T1 hands armor [Ego] Arcane While equipped: dps ---------- Melee+ 5 temporal Ranged+ 6 temporal Dmg.mod +3% temporal ----- def ----- Armour +1 Fatigue +1% Resists +5% temporal Unarmed combat: Power 10.0 - 14.0 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 100% On Hit: * 5% chance to gain 10% of a turn (3/turn limit) Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | Emelywyn the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +3 Dex ----- def ----- Defense +1 (+1 eff.) Resists +6% fire +3% darkness +6% cold Crit.dmg- 15.00% HP.reg +4.00 Confus- +10% ---------- misc See.Invis +3 A pointy cloth hat, very wizardly... |
| Tool | Xuna the Blindresolve [power 25] (25 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +1 Str dps ---------- Phys.crit +4.0% Dmg.mod +3% darkness Res.pen +10% physical ----- def ----- Armour +6 Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 25 cooldown 100% to heal for 42. Torques are made by powerful psionics to store psionic powers. |
| On fingers | titan's copper ring of clarity0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Confus- +22% Rings make your fingers look great! |
| On fingers | titan's copper ring of tenacity0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) Max.HP +22.00 Disarm- +21% Pinning- +23% Knockbk- +20% Rings make your fingers look great! |
| Around neck | Withering Orbs0.1 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... |
| Main armor | rough leather armour 'Vorutha' (11 def, 2 armour)9.0 T1 light armor [Rare] Master While equipped: Stats +4 Str +4 Dex +1 Mag +2 Cun ----- def ----- Armour +2 Defense +11 (+6 eff.) Fatigue +6% Resists +3% darkness +9% mind Phys.save +6 (+3 eff.) HP.reg +2.00 A suit of armour made of leather. |
| Light source | Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(58 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| Cloak | Shadowlore (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 16% ----- def ----- Defense +2 (+1 eff.) Resists +12% lightning +1% physical +5% arcane HP.reg +4.00 Heal.mod +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | rough leather belt 'Lustrescar'1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Str +4 Dex +4 Cun +5 Lck dps ---------- Crit.mult +10.00% Dmg.mod +9% light Res.pen +5% cold Melee Ret 4 light ----- def ----- Stealth +6 ---------- misc T.Disarm +8 Max.stam +10.00 Infravis +4 A belt that goes around your waist. |
Inventory
shielding rune of the titan (absorb 307; dur 4; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 307 damage for 4 turns. 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. Press to compare to your current inscriptions |
Amyregogar (20-24 power, 4 apr, physical element)5.0 T3 staff 2H weapon Reqs Mag 24 [Rare] Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Crit.mult +11.00% Spell.pwr +9 (+9 eff.) Dmg.mod +20% physical Res.pen +15% mind On Hit (Melee): * 20 arcane resource burn ---------- misc Equi/ret +0.08 Psi/ret +0.08 Max.hate +4.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
acidic steel greatsword (26-41 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Arcane Power 25.5 - 40.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Massive two-handed swords. |
balanced steel greatsword of erosion (24-38 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Nature/Master Power 23.5 - 37.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +10 nature While equipped: dps ---------- Acc +9 (+3 eff.) ----- def ----- Defense +9 (+5 eff.) Disarm- +31% Massive two-handed swords. |
manaburning dwarven-steel greatsword (34-55 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Disrupt Power 34.5 - 55.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * 20 arcane resource burn Massive two-handed swords. |
steel longsword of crippling (14-20 power, 3 apr)3.0 T2 longsword 1H weapon [Ego+] Master Power 14.5 - 20.3 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Sharp, long, and deadly. |
dwarven-steel waraxe (20-29 power, 4 apr)3.0 T3 waraxe 1H weapon [Normal] Power 20.5 - 28.7 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% One-handed war axes. |
hateful iron dagger (10-13 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Psionic Power 10.0 - 13.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +5 darkness Against +6% Living Sharp, short and deadly. |
Pureviper (20-27 power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Master Power 20.5 - 26.7 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit.r2 +4 nature On Hit: * 10% chance to reduce armor by 16% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Res.pen +15% fire On Hit (Melee): * 10% chance to reduce armor by 16% ----- def ----- Resists +12% nature Sharp, short and deadly. |
hateful dwarven-steel dagger of erosion (22-29 power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Nature/Psionic Power 22.0 - 28.6 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +5 darkness +5 nature Against +7% Living Sharp, short and deadly. |
cured leather sling4.0 T2 sling 1H weapon Reqs Shoot [Normal] Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Slings are used to hurl stones or metal shots at your foes. |
ranger's cured leather sling of fire4.0 T2 sling 1H weapon Reqs Shoot [Ego] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +5 fire While equipped: Stats +2 Dex dps ---------- Dmg.mod +10% fire Slings are used to hurl stones or metal shots at your foes. |
woollen robe of life (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +5% blight +9% all Max.HP +41.00 HP.reg +2.10 Heal.mod +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rejuvenating rough leather armour (3 def, 2 armour)9.0 T1 light armor [Ego] Nature While equipped: ----- def ----- Armour +2 Defense +3 (+2 eff.) Fatigue +6% HP.reg +2.40 ---------- misc Stam/turn +0.50 A suit of armour made of leather. |
rejuvenating rough leather armour of stability (3 def, 2 armour)9.0 T1 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +2 Defense +3 (+2 eff.) Fatigue +6% Resists +5% physical Phys.save +11 (+6 eff.) HP.reg +2.20 ---------- misc Stam/turn +0.60 A suit of armour made of leather. |
hardened leather armour 'Charwrither' (9 def, 6 armour)9.0 T3 light armor [Rare] Master While equipped: dps ---------- Mind.crit +3% Dmg.mod +12% mind ----- def ----- Armour +6 Defense +9 (+5 eff.) Fatigue +8% Resists +9% fire +19% cold Mind.save +18 (+9 eff.) A suit of armour made of leather. |
impenetrable steel mail armour of Eyal (2 def, 12 armour)14.0 T2 heavy armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +12% Max.HP +25.00 HP.reg +2.00 Heal.mod +10% A suit of armour made of mail. |
dwarven-steel mail armour 'Nerylratha' (3 def, 13 armour)14.0 T3 heavy armor [Random Unique] Arcane/Master While equipped: Stats +3 Str +1 Dex dps ---------- Melee+ 14 acid 8 fire Dmg.mod +3% physical Melee Ret 8 acid 10 fire ----- def ----- Armour +13 Defense +3 (+2 eff.) Fatigue +6% Resists +15% acid +14% fire +12% light +10% darkness Phys.save +5 (+3 eff.) Die.at -20.00 life A suit of armour made of mail. |
rejuvenating dwarven-steel mail armour of stability (3 def, 8 armour)14.0 T3 heavy armor [Ego] Nature/Master While equipped: ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% Resists +7% physical Phys.save +14 (+7 eff.) HP.reg +3.50 ---------- misc Stam/turn +1.10 A suit of armour made of mail. |
Mighty Girdle1.0 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. |
grounding rough leather belt1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Resists +6% lightning +5% temporal A belt that goes around your waist. |
insulating rough leather belt1.0 T1 belt armor [Ego] Master While equipped: ----- def ----- Resists +6% fire +6% cold A belt that goes around your waist. |
Glysetha (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +11% cold +6% nature +1% physical HP.reg +2.00 ---------- misc Stam/turn +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
regal linen cloak of protection (1 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane/Psionic While equipped: Stats +2 Wil ----- def ----- Defense +1 (+1 eff.) Spell.save +6 (+6 eff.) Mind.save +11 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+5 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. This object's appearance was changed to Plumpkin Daper: Cloak 2. |
Blazewisp (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +4 Dex +1 Mag +1 Wil +1 Cun dps ---------- Res.pen +10% light Melee Ret 6 acid ----- def ----- Armour +1 ---------- misc Stam/turn +0.40 Max.stam +13.00 A pair of boots made of leather. |
Veloba (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Cun +2 Dex ----- def ----- Armour +1 Resists +6% light +9% cold Die.at -20.00 life Blind- +10% Disengage: Puts all charms on 15 cooldown Level 1.3 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 91% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
Splendourquell the pair of dwarven-steel boots (0 def, 8 armour)3.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% light Melee Ret 2 blight ----- def ----- Armour +8 Fatigue +3% Resists +12% mind ---------- misc Light +1 Infravis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
bladed rough leather cap of the depths (0 def, 1 armour)2.0 T1 head armor [Ego+] Nature/Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% Resists +7% cold ---------- misc Breathe water Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 119.6 Physical damage. If the attack hits, the target is confused (40% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
iron helm 'Flamestone' (0 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +6 Dex +3 Con dps ---------- Phys.crit +1.0% On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Fatigue +5% Resists +12% fire Def/telep +10 Res/telep +10% Dur/telep +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
8 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 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. |
3 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
67 alchemist agate0.0 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. |
Adolle the iron pickaxe (dig speed 30 turns) =+STR/DEX/CUN=3.0 T1 digger tool [Rare] Master While equipped: Stats +4 Str +3 Dex +1 Mag +3 Cun ----- def ----- Crit.dmg- 5.00% ---------- misc Infravis +2 See.Invis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Hettulen (dig speed 19 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +4 Wil +1 Cun dps ---------- Dmg.mod +24% acid +6% mind ----- def ----- 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. |
Eye of the Dreaming One2.0 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 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 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. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Chamedodar the Darkmonster [power 122] (20 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% nature Res.pen +5% darkness ----- def ----- Resists +12% darkness +3% mind +9% nature Create a shield absorbing up to 122 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase the duration of 2 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Manadin the Skeleton Brawler level 12
41st Haze 122nd year of Ascendancy at 05:18 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Manadin the Skeleton Brawler level 10
28th Haze 122nd year of Ascendancy at 06:07 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Manadin the Skeleton Brawler level 10
29th Haze 122nd year of Ascendancy at 11:48 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Manadin the Skeleton Brawler level 9
26th Haze 122nd year of Ascendancy at 20:46 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Manadin the Skeleton Brawler level 12
50th Haze 122nd year of Ascendancy at 09:09 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Manadin the Skeleton Brawler level 15
56th Haze 122nd year of Ascendancy at 22:05 see stats
Log
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Manadin hits Minotaur for 58 physical, 5 temporal, 18 light, 5 mind (86 total damage).
Minotaur uses Infusion: Healing.
Minotaur misses Manadin.
Manadin throws Minotaur to the ground!
Minotaur is dazed!
Manadin hits Minotaur for 51 physical, 5 temporal, 18 light, 5 mind (79 total damage).
Minotaur receives 97 healing from Infusion: Healing.
Manadin regains balance.
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Minotaur is not dazed anymore.
Manadin hits Minotaur for 67 physical, 5 temporal, 18 light, 5 mind (95 total damage).
Melee retaliation hits Minotaur for 5 light damage.
Minotaur hits Manadin for 34 physical, 7 mind (41 total damage).
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You collect a new ingredient: minotaur nose (1).
Manadin hits Minotaur for 57 physical damage.
Manadin killed Minotaur!
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Resting starts...
Talent Spinning Backhand is ready to use.
Rested for 21 turns (stop reason: all resources and life at maximum).
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Manadin picks up (k.): cured leather sling.
Ran for 4 turns (stop reason: hostile spotted to the east (large white snake)).
































































































