












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Round'em Up And Then Drown'em 1.4.0Drowning gets you good items but walking the whole big towns searching for rares is tedious. It works by overloading the town file with changed npc generation boundaries. I'm a programming noob (or even less), so go easy on me. There should be no errors though, only changes are 4 number values for each town. PS. I can't help but feel there was a better way of doing this. Sorry this addon is so heavy. Passive Cooldowns 1.3.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Everything is Unique 1.5.2Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Multi-Class Challenge 1.4.8Allows the player to pick multiple classes, turning all enemies into Randbosses as a counter-measure. In order to activate this addon, check your Game Options for a new tab. Improved player targetting 1.2.0Player's targetting improvements. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Bone Shield Tweak 1.5.5This addon modifies Bone Shield to add a low damage threshold which will prevent charges from being expended on minor damage. Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. 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. Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.5.5Quality 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. Tsedaka Safer Auto Use 1.4.5A few tweaks on Xetaxheb's plugin and hopefully improved for safer play. And auto target toggle from Stuntofthelitter |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Dwarf |
Class | Archer |
Level / Exp | 29 / 46% |
Size | medium |
Lifes / Deaths | Killed by shadow at level 14 on the 21st Voratun 122nd year of Ascendancy at 09:45 4 / 2Killed by The Mouth at level 28 on the 24th Voratun 122nd year of Ascendancy at 11:46 |
Primary Stats
Strength | 55 (base 13) |
Dexterity | 80 (base 60) |
Constitution | 26 (base 10) |
Magic | 28 (base 10) |
Willpower | 51 (base 29) |
Cunning | 63 (base 60) |
Resources
Life | 755/755 |
Psi | 101/101 |
Stamina | 214/214 |
Equilibrium | 0 |
Healing Factor | 1.2224489795918 |
Regeneration | 0.55010204081633 |
Speed
Mental | +23% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +103% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 14 |
See Stealth | 42.141571790036 |
See Invisible | 52.141571790036 |
Offense: Mainhand
Damage | 113 |
Accuracy | 63 |
Crit Chance | 33% |
APR | 9 |
Speed | 0.65 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 26 |
Crit Chance | 21% |
Speed | 1 |
Offense: Mind
Mindpower | 41 |
Crit Chance | 22% |
Speed | 1 |
Offense: Damage Bonus
Acid | +10% |
Blight | +9% |
Arcane | +10% |
Cold | +11% |
Lightning | +17% |
Darkness | +7% |
Light | +10% |
Temporal | +3% |
Physical | +7% |
Mind | +23% |
Fire | +6% |
Nature | +36% |
Offense: Damage Penetration
Lightning | +20% |
Fire | +5% |
Temporal | +10% |
Acid | +5% |
Arcane | +10% |
Mind | +10% |
Nature | +10% |
Defense: Base
Armour (hardiness) | 35 (70.376569037657%) |
Defense | 53 |
Ranged Defense | 59 |
Fatigue | 0 |
Physical Save | 56 |
Spell Save | 37 |
Mental Save | 47 |
Defense: Resistances
Acid | + 14%( 70%) |
Blight | + 45%( 70%) |
Arcane | + 14%( 70%) |
Cold | + 32%( 70%) |
All | + 6%( 70%) |
Lightning | + 35%( 70%) |
Light | + 43%( 70%) |
Temporal | + 12%( 70%) |
Mind | + 33%( 70%) |
Darkness | + 14%( 70%) |
Fire | + 35%( 70%) |
Nature | + 66%( 70%) |
Defense: Immunities
Stun Resistance | 36% |
Teleport Resistance | 15% |
Instadeath Resistance | 100% |
Knockback Resistance | 15% |
Disarm Resistance | 26% |
Poison Resistance | 41% |
Blind Resistance | 25% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (65% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 160 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. |
Class Talents
Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Psionic / Absorption | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Psionic / Projection | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Munitions | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 3/5 |
Technique / Archery training | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Agility | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Augmented striking | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Voracity | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Focus | 1.41 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Psionic / Psi-fighting | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Reflexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Marksmanship | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Psionic / Augmented mobility | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Mobility | 1.20 |
| 1/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Effects
talent | Beyond the Flesh |
talent | Augmentation |
talent | Kinetic Aura |
talent | Trained Reactions |
talent | Thermal Shield |
talent | Venomous Ammunition |
talent | Rapid Shot |
talent | Kinetic Shield |
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 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 talent Vitality (+1 level(s)). | done |
You failed to protect the lost warrior from death by Uldosa. Escort: lost warrior (level 3 of Trollmire) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | active |
A compliation of all your achievements earnt. Heroic AchievementsYou are 27% of the way to your next Rank. You have killed: 24 Uniques 11 Bosses 0 Elite Bosses 0 Veterans 0 Heroics 0 Legends 0 Destroyers 0 Epics 0 Elders 0 Ancients 0 Immortals 0 Demigods | 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. 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.' * You've found the needed sandworm tooth. * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' | active |
Equipment
Psionic focus | ![]() Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 1 Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Attack speed: 167% Firing range: +6 On weapon hit: * 20% chance to cause random gloom * 40% chance to disease Travel speed: +400% Damage (Ranged): +8 acid Burst (radius 1) on hit: +2 mind When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +2 Str Changes damage: +10% acid / +9% mind / +9% blight Slings are used to hurl stones or metal shots at your foes. |
Quiver | ![]() Requires: - Dexterity 11 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 1 Power: 138% Range: 1.2x Uses stat: 125% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +4.0% Capacity: 37 Turns elapse between self-loadings: 4 On weapon hit: * 7% chance to gain 10% of a turn (3/turn limit) * 25% chance to put talents on cooldown Damage (Ranged): +7 temporal / +8 blight / +8 fire / +4 arcane Burst (radius 1) on hit: +8 mind / +4 fire Burst (radius 2) on crit: +8 mind / +8 fire Shots are used with slings to pummel your foes to death. |
On hands | ![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Physical power: +7 (+2 eff.) Armour: +3 Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage (Melee): 6 arcane Damage when hit (Melee): 4 darkness Changes stats: +6 Str / +8 Mag / +7 Wil / +3 Con Changes resistances: +9% cold / +4% arcane / +3% light Changes damage: +4% arcane Talent mastery: +0.20 Technique / Grappling Disarm immunity: +26% Knockback immunity: +15% It can be used to activate talent Disperse Magic, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Light source | ![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 14 fire / 4 temporal Changes resistances: +6% blight / +18% fire / +7% light / +6% darkness Changes resistances penetration: +5% temporal Changes damage: +7% darkness Damage affinity(heal): +5% darkness Mental save: +6 (+2 eff.) Spellpower: +4 (+2 eff.) Spell crit. chance: +4% Mindpower: +5 (+2 eff.) Mental crit. chance: +5% Light radius: +2 Infravision radius: +7 See invisible: +7 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 22 blight damage or heals 31 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. 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 | ![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +7 Fatigue: +4% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 4 nature Changes stats: +14 Str / +7 Dex / +3 Con Changes resistances: +9% nature Changes resistances penetration: +20% lightning Changes damage: +12% nature / +6% lightning Physical save: +10 (+3 eff.) Mental save: +9 (+3 eff.) Infravision radius: +2 It can be used to activate talent Battle Cry, placing all other charms into a 26 cooldown : Effective talent level: 2.0 Power cost: 26 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On feet | ![]() Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +5 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +1 Defense: +7 (+2 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +1% Effects on melee hit: * Slows global speed by 30% Changes stats: +3 Cun / +3 Dex Changes resistances: +12% lightning / +6% temporal / +3% darkness / +3% acid It can be used to activate talent Disengage, placing all other charms into a 14 cooldown : Effective talent level: 3.6 Power cost: 14 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 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 180% 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. |
Tool | ![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +4 (+1 eff.) Damage when hit (Melee): 12 arcane Maximum wards: +2 acid / +2 nature / +2 light Talents cooldown: Invoke Tentacle (+5 turn) Lay Web (-1 turn) Talents granted: +1 Invoke Tentacle +2 Lay Web +1 Ward Physical save: +36 (+10 eff.) Life regen: +0.20 Healing mod.: +10% It can be used to remove up to 1 poisons or diseases from a target within range 8 (based on Willpower), putting all charms on cooldown for 9 turns. When used: 100% chance to regenerate 3 equilibrium. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Blindness immunity: +20% Infravision radius: +3 See stealth: +5 See invisible: +8 Rings can have magical properties. |
On fingers | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +3 Dex Changes resistances: +20% light Changes damage: +10% light Rings can have magical properties. |
Around neck | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Talent mastery: +0.11 Psionic / Focus Amulets can have magical properties. |
In main hand | ![]() Requires: - Dexterity 24 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 3 Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 On weapon hit: * 40% chance to corrode armour by 30% Damage (Ranged): +20 fire / +17 nature Burst (radius 1) on hit: +4 temporal When wielded/worn: Accuracy: +9 (+2 eff.) Physical crit. chance: +3.0% Changes resistances: +6% all Changes resistances penetration: +5% acid / +5% fire / +10% nature / +5% temporal Changes damage: +3% temporal Global speed: +3% Slings are used to hurl stones or metal shots at your foes. |
Around waist | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +7 Defense: +6 (+2 eff.) Fatigue: -6% Changes stats: +1 Dex / +2 Mag / +3 Wil Changes resistances: +7% fire / +6% cold Changes damage: +6% fire Critical mult.: +7.00% Reduces incoming crit damage: 10.00% Physical save: +13 (+4 eff.) Maximum life: +37.00 Infravision radius: +2 A belt that goes around your waist. |
In off hand | ![]() Requires: - Dexterity 48 - Talent Agile Defense (level 1) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Power: 190% Range: 1.2x Uses stat: 108% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +202 Damage (Melee): +17 nature When wielded/worn: Armour: +3 Defense: +12 (+4 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Damage when hit (Melee): 16 nature Changes resistances: +36% nature / +36% blight Talent granted: +5 Block Maximum life: +99.00 Handheld deflection devices. |
Cloak | ![]() Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 12 acid Changes stats: +2 Str / +4 Mag / +4 Wil / +2 Con Changes resistances: +6% acid / +9% light / +6% fire / +6% cold / +12% lightning Reduces incoming crit damage: 5.00% Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Blindness immunity: +5% Poison immunity: +15% Teleport immunity: +15% Maximum mana: +48.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +5 Str / +6 Mag / +5 Wil / +5 Con Changes resistances: +7% lightning / +19% nature / +7% cold / +29% mind / +5% arcane Changes resistances penetration: +10% arcane / +10% mind Changes damage: +11% lightning / +7% physical / +24% nature / +11% cold / +14% mind / +6% arcane Poison immunity: +26% Disease immunity: +29% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 144 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (65% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 247 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 10% for 4 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use 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 cure yourself of one random physical effect and reduce all damage taken by 21% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 19% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +10% mind Changes damage: +10% mind Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +22% light Changes damage: +11% light Maximum encumbrance: +22 Rings can have magical properties. |
![]() Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 163% Range: 1.6x Uses stat: 129% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 23% chance to disease * Random elemental explosion On weapon crit: * splashes the target with acid Damage (Melee): +9 blight / +19 acid / +20 cold Burst (radius 1) on hit: +16 mind Burst (radius 2) on crit: +8 mind When wielded/worn: Effects on melee hit: * 15% chance to corrode armour by 30% Changes resistances penetration: +20% acid / +17% fire / +16% cold / +10% mind / +17% lightning Changes damage: +3% mind Disease immunity: +34% Massive two-handed swords. |
![]() Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 1 Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +6 Damage (Ranged): +5 lightning When wielded/worn: Changes damage: +9% lightning Slings are used to hurl stones or metal shots at your foes. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -4% Changes resistances: +5% fire / +6% cold Maximum encumbrance: +21 A belt that goes around your waist. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +6 Mag / +8 Wil Changes resistances: +1% physical / +17% temporal / +12% light / +13% darkness Changes damage: +6% darkness Physical save: +3 (+1 eff.) Spell save: +3 (+2 eff.) Mental save: +10 (+3 eff.) Disease immunity: +5% Spell crit. chance: +10% Defense after a teleport: +13 Resist all after a teleport: +11% New effects duration reduction after a teleport: +12% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 9 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Mag / +4 Wil / +2 Cun Spell save: +5 (+3 eff.) Maximum mana: +44.00 Mental crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 4 blight Changes stats: +4 Wil / +6 Con Changes resistances: +16% blight / +46% fire Changes damage: +12% nature / +31% fire Critical mult.: +10.00% Poison immunity: +36% Disease immunity: +33% Life regen: +3.60 Mana when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +2 Maximum life: +72.00 Spell crit. chance: +1% Healing mod.: +25% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +11 Fatigue: -1% Effects on melee hit: * 15% chance to blind Changes stats: +3 Cun / +6 Dex Changes resistances: +8% fire / +8% cold Changes damage: +6% light Grants telepathy: Demon/Minor Demon/Major Infravision radius: +5 It can be used to activate talent Disengage, placing all other charms into a 14 cooldown : Effective talent level: 1.2 Power cost: 14 out of 15/15. Range: 7 Travel Speed: 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 111% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Str / +3 Mag / +8 Wil / +3 Con Changes damage: +4% arcane Talent mastery: +0.20 Technique / Grappling Spell save: +30 (+11 eff.) Disarm immunity: +23% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Effects on melee hit: * 10% chance to disease Damage (Melee): 6 lightning Changes stats: +3 Str / +3 Dex / +5 Cun Changes resistances: +6% lightning / +6% blight Changes damage: +5% lightning / +6% temporal Talent cooldown: Double Strike (-1 turn) Physical save: +7 (+2 eff.) Life regen: +3.60 Stamina each turn: +1.00 Psi each turn: +0.27 Light radius: +1 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +13.0% Armour: +2 Critical mult.: +9.00% Life regen: +2.10 Stamina each turn: +0.90 Maximum stamina: +25.00 Spell crit. chance: +12% Mental crit. chance: +11% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Physical power: +3 (+1 eff.) Armour: +1 Fatigue: +1% Changes stats: +3 Str / +6 Lck / +3 Con Changes resistances: +6% temporal / +3% fire Changes resistances penetration: +10% fire / +10% temporal Changes damage: +12% temporal Spell crit. chance: +3% Mental crit. chance: +3% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cap made of leather. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Str / +3 Mag / +2 Wil / +3 Cun / +2 Con Changes resistances: +6% acid / +6% fire / +6% lightning / +7% cold Grants telepathy: Dragon Physical save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Light radius: +1 Infravision radius: +2 See invisible: +3 It can be used to activate talent Battle Cry, placing all other charms into a 26 cooldown : Effective talent level: 2.0 Power cost: 26 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * Slows global speed by 30% * 15% chance to corrode armour by 30% Damage when hit (Melee): 8 acid Changes stats: +4 Cun / +9 Wil Changes resistances: +9% blight / +3% nature Changes resistances penetration: +5% acid / +5% nature Changes damage: +3% acid Physical save: +32 (+9 eff.) Mental save: +7 (+2 eff.) Mindpower: +5 (+2 eff.) A cap made of leather. |
![]() Requires: - Strength 10 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 1 When wielded/worn: Armour penetration: +7 Physical crit. chance: +4.0% Armour: +2 Defense: +8 (+3 eff.) Fatigue: +6% Damage (Melee): 6 darkness Damage (Ranged): 6 darkness Damage when hit (Melee): 4 blight / 8 arcane / 12 mind Changes resistances: +18% acid / +14% temporal / +12% darkness / +17% lightning Changes damage: +12% arcane Stamina each turn: +0.60 Mana each turn: +0.12 Hate when firing a critical mind attack: +1.00 Defense after a teleport: +14 Resist all after a teleport: +14% New effects duration reduction after a teleport: +12% Activating this item is instant. It can be used to blink to a nearby random location (rad 7), putting all charms on cooldown for 23 turns. A suit of armour made of leather. |
![]() Requires: - Dexterity 16 - Talent Agile Defense (level 1) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Power: 126% Range: 1.4x Uses stat: 151% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+3 eff.) Fatigue: +12% Changes resistances: +15% cold / +10% fire Talent granted: +2 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
![]() Requires: - Dexterity 11 - Talent Agile Defense (level 1) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Power: 105% Range: 1.2x Uses stat: 108% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +2.5% Block value: +18 On weapon hit: * deal bonus physical damage equal to your armor Damage (Melee): +11 cold When wielded/worn: Armour: +8 Armour Hardiness: +5% Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Damage when hit (Melee): 11 ice Changes stats: +2 Wil Changes resistances: +11% physical / +11% cold Talent granted: +1 Block Handheld deflection devices. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes damage: +5% mind Light radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 182 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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. |
![]() Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Power: 120% Range: 1.2x Uses stat: 125% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +4.0% Capacity: 17 On weapon crit: * wounds the target for 7 turns: 18 bleeding, 63% reduced healing Damage (Ranged): +6 bleed Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / shot ; tier 1 Power: 121% Range: 1.2x Uses stat: 125% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +4.0% Capacity: 16 Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 11 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 1 Power: 135% Range: 1.2x Uses stat: 125% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +8.0% Capacity: 18 On weapon crit: * wounds the target for 7 turns: 18 bleeding, 63% reduced healing Travel speed: +200% Damage (Ranged): +6 temporal / +7 nature / +7 bleed Shots are used with slings to pummel your foes to death. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 21 for 7 turns, putting all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to remove up to 1 poisons or diseases from a target within range 8 (based on Willpower), putting all charms on cooldown for 7 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 1 When wielded/worn: Changes stats: +1 Dex / +1 Cun / +1 Con Grants telepathy: Humanoid/Orc Talent cooldown: Volcano (-2 turns) Talents granted: +2 Void Blast +2 Volcano Light radius: +1 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to reveal the area around you, dispelling darkness (radius 9, power 50 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Uldosa the Dwarf Archer level 10
16th Voratun 122nd year of Ascendancy at 11:00 see stats
By Uldosa the Dwarf Archer level 20
22nd Voratun 122nd year of Ascendancy at 19:22 see stats
By Uldosa the Dwarf Archer level 29
5th Profit 122nd year of Ascendancy at 09:33 see stats
Log
You gain 20.20 gold from the transmogrification of Emurirewen (136% power, 1 apr).
There is a Ruins of Kor'Pul here (press '' or right click to use).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Saving game...
Saving done.
Saving game...
Today is the 8th Profit of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:48.
Today is the 9th Profit of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:01.
Today is the 10th Profit of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:28.
Ran for 3 turns (stop reason: didn't move).
Saving done.
There is a Passageway into Norgos' Lair here (press '' or right click to use).
Ran for 4 turns (stop reason: interesting terrain).
There is an exit to the worldmap here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Saving game...
Saving done.
Uldosa deactivates Augmentation.
Uldosa deactivates Kinetic Shield.
Uldosa deactivates Trained Reactions.
Uldosa deactivates Rapid Shot.
Uldosa deactivates Venomous Ammunition.
Uldosa deactivates Thermal Shield.
Uldosa deactivates Kinetic Aura.
Uldosa deactivates Beyond the Flesh.