











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/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. 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: 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.
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. 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:
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: 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Higher |
Class | Marauder |
Level / Exp | 30 / 88% |
Size | medium |
Lifes / Deaths | Killed by Liseda the corrupted dendritic hemospinner at level 30 on the 7th Regrowth 123rd year of Ascendancy at 21:50 / 1 |
Primary Stats
Strength | 87 (base 60) |
Dexterity | 72 (base 54) |
Constitution | 31 (base 10) |
Magic | 17 (base 10) |
Willpower | 18 (base 10) |
Cunning | 40 (base 18) |
Resources
Life | -73/868 |
Stamina | 208/255 |
Healing Factor | 1.2958714593978 |
Regeneration | 10.690939540032 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 3 |
Infravision | 6 |
See Stealth | 34.182604915697 |
See Invisible | 34.182604915697 |
Offense: Mainhand
Damage | 112 |
Accuracy | 59 |
Crit Chance | 34% |
APR | 21 |
Speed | 1.00 |
Offense: Offhand
Damage | 62 |
Accuracy | 59 |
Crit Chance | 35% |
APR | 24 |
Speed | 1.00 |
Offense: Spell
Spellpower | 21 |
Crit Chance | 11% |
Speed | 1 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 10% |
Speed | 1 |
Offense: Damage Bonus
Fire | +23% |
Temporal | +9% |
Mind | +6% |
Physical | +37% |
Cold | +18% |
All | 0% |
Offense: Damage Penetration
Arcane | +25% |
Fire | +10% |
Physical | +17% |
Defense: Base
Armour (hardiness) | 35 (38.594633868923%) |
Defense | 62 |
Ranged Defense | 62 |
Fatigue | 1.9238052216851 |
Physical Save | 40 |
Spell Save | 21 |
Mental Save | 34 |
Defense: Resistances
Physical | + 6%( 70%) |
Acid | + 25%( 70%) |
Lightning | + 14%( 70%) |
Cold | + 37%( 70%) |
Mind | + 7%( 70%) |
Arcane | + 16%( 70%) |
Fire | + 51%( 70%) |
All | + 4%( 70%) |
Defense: Immunities
Pinning Resistance | 23% |
Disarm Resistance | 23% |
Confusion Resistance | 32% |
Knockback Resistance | 23% |
Stun Resistance | 32% |
Instadeath Resistance | 100% |
Blind Resistance | 15% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 518 life over 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 95 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: StormshieldUse 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 23 up to 6 times. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 603% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Duelist | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Technique / Battle tactics | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Technique / Throwing knives | 1.00 |
| 5/5 |
| 3/5 |
| 2/5 |
| 2/5 |
Generic Talents
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 3/5 |
Technique / Thuggery | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a 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 successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 57. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 the fox. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed black mamba head. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed ice wyrm tooth. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Agrimley the hermit has completed an elixir of focus without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed storm wyrm claw. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within2 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Wil +3 Cun +3 Con dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +3% physical Res.pen +5% physical ----- def ----- Armour +3 Fatigue +2% Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +15 (+7 eff.) ---------- misc Stam/turn +1.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +9% temporal On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 13 * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Max.HP +43.00 ---------- misc Light +3 Infravis +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +4 Str +4 Con dps ---------- Phys.crit +2.0% Phys.pwr +10 (+3 eff.) Dmg.mod +12% physical +6% cold ----- def ----- Armour +9 Defense +10 (+2 eff.) Fatigue +5% Resists +10% acid +10% fire +10% lightning +10% cold Phys.save +6 (+2 eff.) Mind.save +8 (+4 eff.) ---------- misc Infravis +2 Battle Cry: Puts all charms on 23 cooldown Level 2.0 Pwr.cost 23 out of 28/28. Range melee/personal Travel.spd 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 hands | ![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego] Master/Psionic While equipped: Stats +2 Dex dps ---------- Acc +20 (+5 eff.) ----- def ----- Armour +3 Fatigue +5% HP.reg +3.00 ---------- misc Stam/turn +0.70 Max.stam +28.00 Unarmed combat: Power 30.0 - 42.0 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Acc +6 Apr +15 Crit +14.0% Atk.spd 83% On Hit: 10% Nightmare 5 Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 3.0 T1 digger tool [Rare] Psionic While equipped: Stats +2 Str dps ---------- Dmg.mod +6% fire +6% mind +12% physical Res.pen +10% fire ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Stam/turn +3.00 Max.stam +10.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +11% fire +12% cold On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 13 ----- def ----- Resists +22% fire +5% arcane +24% cold Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Melee Ret 2 fire ----- def ----- Armour +8 Resists +12% acid +3% mind Max.HP +104.00 Disarm- +23% Pinning- +23% Knockbk- +23% Rings make your fingers look great! |
Around neck | ![]() 0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +4 Dex +6 Cun +3 Con dps ---------- Mov.spd +10% Res.pen +5% physical ----- def ----- Armour +2 Fatigue -5% Resists +2% physical Phys.save +9 (+3 eff.) HP.reg +2.00 ---------- misc Stam/turn +0.40 Max.stam +10.00 Amulets make your neck look great! |
In main hand | ![]() 3.0 T3 waraxe 1H weapon [Random Unique] Nature/Master/Psionic Power 23.0 - 32.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit.r1 +12 arcane On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +9 Str +6 Dex +6 Mag +5 Wil +8 Cun +4 Con dps ---------- Spell.crit +1% Spell.pwr +5 (+2 eff.) S.pwr/crit +4 Dmg.mod +7% physical Acc +8 (+2 eff.) One-handed war axes. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Arcane While equipped: Stats +2 Con dps ---------- Phys.crit +4.0% Crit.mult +10.00% Res.pen +25% arcane ----- def ----- Armour +6 Defense +25 (+6 eff.) ---------- misc Stam/turn +1.00 Create a temporary shield that absorbs 206 damage Puts all charms on 25 cooldown A belt that goes around your waist. |
In off hand | ![]() 1.0 T3 dagger 1H weapon [Ego++] Master Power 16.0 - 20.8 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit: * Wound the target dealing 251 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +5 (+1 eff.) Res.pen +7% physical Acc +5 (+2 eff.) Apr +5 Sharp, short and deadly. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Crit.mult +15.00% Dmg.mod +3% physical ----- def ----- Defense +16 (+4 eff.) Die.at -60.00 life Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 T2 light armor [Random Unique] Nature/Master While equipped: dps ---------- Phys.crit +3.0% Crit.mult +13.00% Phys.pwr +5 (+1 eff.) Dmg.mod +6% fire ----- def ----- Armour +4 Defense +6 (+1 eff.) Fatigue +7% Resists +17% fire Max.HP +28.00 HP.reg +3.00 Heal.mod +13% Def/telep +15 Res/telep +15% Dur/telep +15% A suit of armour made of leather. |
Inventory
![]() 0.1 T3 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Resists +12% lightning Blind- +10% Stun/Frz- +34% ---------- misc Infravis +3 Sight +2 See.Invis +5 Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Cun +11 Con dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 20 ----- def ----- Crit.chn- 15.00% Max.HP +24.00 Disarm- +22% Pinning- +24% Knockbk- +24% ---------- misc See.Invis +12 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +3 Str +3 Mag dps ---------- Melee+ 10 light Ranged+ 14 light Dmg.mod +10% light ----- def ----- Armour +6 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry Reqs Level 35 [Rare] Master While equipped: ----- def ----- Armour +17 Resists +21% darkness Max.HP +151.44 Blind- +21% Disease- +20% Disarm- +70% Pinning- +70% Knockbk- +50% Rings make your fingers look great! This item has been sent to the Item's Vault. |
![]() 3.0 T4 battleaxe 2H weapon [Random Unique] Nature/Master Power 42.0 - 63.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% On Crit.r2 +30 fire On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +10 Str +10 Dex +13 Mag +15 Wil +7 Cun +10 Con dps ---------- Phys.crit +13.0% Crit.mult +5.00% All.spd +7% Res.pen +24% fire ---------- misc Max.mana +40.00 Max.vim +40.00 Massive two-handed battleaxes. |
![]() 3.0 T5 mace 1H weapon [Unique] Nature What would happen if more of Ureslak's remains were reunited? Power 52.0 - 72.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Hit: * 10% chance to shimmer to a different hue and gain powers A shortened femur of the mighty prismatic dragon Ureslak, this erratic club still resonates with his volatile nature. This item has been sent to the Item's Vault. |
![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 25.0 - 32.5 Physical Uses 50% Dex, 15% Mag, 50% Str Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 17 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 63.93 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
![]() 1.0 T3 dagger 1H weapon [Random Unique] Arcane/Master/Psionic Power 25.5 - 33.1 Physical Uses 50% Dex, 50% Str Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +10 temporal +10 darkness +8 light Against +8% Living On Crit.r2 +8 light While equipped: dps ---------- Melee Ret 4 blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 13 ----- def ----- Resists +8% temporal Sharp, short and deadly. |
![]() 3.0 T3 mindstar 1H weapon Reqs Wil 24 [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 10.0 - 11.0 Lightning Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +6% Mind.pwr +12 (+6 eff.) Dmg.mod +15% lightning Res.pen +9% lightning ----- def ----- Resists +15% lightning Mind.save +9 (+5 eff.) ---------- misc Max.psi +30.00 Talents +1 Psionic Maelstrom Masteries +0.15 Psionic/Charged mastery Electrical energies are focussed in the core of this mindstar. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +7 Str +5 Mag +5 Wil +2 Cun dps ---------- Phys.crit +6.0% Spell.crit +5% Mind.crit +6% Phys.pwr +13 (+3 eff.) Spell.pwr +14 (+7 eff.) Mind.pwr +12 (+6 eff.) Dmg.mod +30% cold ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +12% Resists +13% lightning Crit.chn- 15.00% ---------- misc Infravis +3 A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: dps ---------- Crit.mult +15.00% Dmg.mod +3% mind +12% arcane Phasing +10% ----- def ----- Armour +32 Defense +5 (+1 eff.) Fatigue +5% Resists +10% acid +9% cold Phys.save +11 (+4 eff.) ---------- misc Breathe water A suit of armour made of mail. |
![]() 1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +3 Mag +8 Wil +4 Cun dps ---------- Spell.crit +3% Against +19% Summoned ----- def ----- D.Red.from +16% Summoned A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +4 Str +2 Mag +1 Wil +2 Con dps ---------- Res.pen +15% light ----- def ----- Defense +7 (+1 eff.) Phys.save +7 (+3 eff.) ---------- misc Infravis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor Reqs Level 35 [Unique] Nature It would go well with another part of Ureslak. While equipped: ----- def ----- Resists +20% lightning +20% darkness -30% arcane +20% fire +20% nature +20% cold Res.Cap +10% lightning +10% darkness -30% arcane +10% fire +10% nature +10% cold Energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.). Uses 41 power out of 50/50 This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. This item has been sent to the Item's Vault. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego++] Arcane While equipped: Stats +6 Mag +8 Wil dps ---------- Spell.pwr +6 (+3 eff.) Melee+ 5 acid 6 lightning 5 fire 4 arcane 4 cold Dmg.mod +4% arcane ----- def ----- Armour +2 Fatigue +3% Resists +5% arcane Unarmed combat: Power 20.5 - 28.7 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% Melee+ +9 ice +9 lightning +13 fire +4 arcane +7 acid On Hit: 10% Manathrust 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T3 head armor [Random Unique] Arcane/Master While equipped: Stats +4 Dex +6 Mag +5 Wil dps ---------- Spell.crit +2% Dmg.mod +20% blight +9% arcane ----- def ----- Armour +3 Fatigue +3% Resists +8% fire +5% arcane +5% cold Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Mana/turn +0.08 A cap made of leather. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 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 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 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 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 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. |
![]() 3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Str ----- def ----- Resists +5% darkness +5% fire While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 25 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 power out of 291/400 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 torque charm [Rare] Psionic While equipped: Stats +2 Dex +3 Mag dps ---------- Dmg.mod +12% mind Res.pen +20% mind ---------- misc Infravis +2 See.Invis +6 Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 21 cooldown 100% to heal for 40. Torques are made by powerful psionics to store psionic powers. |
The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Achievements
By Oneshott the Higher Marauder level 29
7th Allure 123rd year of Ascendancy at 16:09 see stats
By Oneshott the Higher Marauder level 21
28th Haze 122nd year of Ascendancy at 07:55 see stats
By Oneshott the Higher Marauder level 11
8th Flare 122nd year of Ascendancy at 18:45 see stats
By Oneshott the Higher Marauder level 24
62nd Haze 122nd year of Ascendancy at 06:39 see stats
By Oneshott the Higher Marauder level 21
28th Haze 122nd year of Ascendancy at 07:55 see stats
By Oneshott the Higher Marauder level 29
7th Allure 123rd year of Ascendancy at 15:39 see stats
By Oneshott the Higher Marauder level 10
2nd Mirth 122nd year of Ascendancy at 18:37 see stats
By Oneshott the Higher Marauder level 20
21st Haze 122nd year of Ascendancy at 22:17 see stats
By Oneshott the Higher Marauder level 30
4th Regrowth 123rd year of Ascendancy at 10:58 see stats
By Oneshott the Higher Marauder level 23
50th Haze 122nd year of Ascendancy at 06:07 see stats
By Oneshott the Higher Marauder level 26
77th Haze 122nd year of Ascendancy at 17:40 see stats
By Oneshott the Higher Marauder level 10
3rd Mirth 122nd year of Ascendancy at 15:02 see stats
By Oneshott the Higher Marauder level 29
7th Allure 123rd year of Ascendancy at 16:09 see stats
By Oneshott the Higher Marauder level 10
5th Mirth 122nd year of Ascendancy at 10:53 see stats
By Oneshott the Higher Marauder level 26
7th Decay 122nd year of Ascendancy at 19:05 see stats
By Oneshott the Higher Marauder level 24
61st Haze 122nd year of Ascendancy at 08:04 see stats
By Oneshott the Higher Marauder level 17
12nd Haze 122nd year of Ascendancy at 04:55 see stats
Log
Oneshott deactivates Quickdraw.
Oneshott slows down.
Liseda the corrupted dendritic hemospinner uses Beckon.
Oneshott has been beckoned.
Corrupted plasmic disruptor activates Mitosis.
Liseda the corrupted dendritic hemospinner uses Slash.
Liseda the corrupted dendritic hemospinner misses Oneshott.
Oneshott reacts to an attack from Liseda the corrupted dendritic hemospinner, mitigating the blow!.
Oneshott is recovering from the damage!
Oneshott starts to bleed.
Oneshott has a cursed wound!
Liseda the corrupted dendritic hemospinner hits Oneshott for (22 parried), (173 reacted , -5 stam), 346 physical, 13 lightning (359 total damage).
Melee retaliation hits Liseda the corrupted dendritic hemospinner for (1 rampage shugs off), 0 fire (0 total damage).
Corrupted plasmic disruptor uses Slime Spit.
Liseda the corrupted dendritic hemospinner has shrugged off 1 damage and is ready for more.
Oneshott is lost in despair!
Oneshott is weakened by the gloom.
Liseda the corrupted dendritic hemospinner uses Spinal Break.
Oneshott reacts to an attack from Liseda the corrupted dendritic hemospinner, mitigating the blow!.
Oneshott is jolted to attention by the damage and is no longer being beckoned.
Oneshott is no longer beckoned.
LOW HEALTH WARNING!
Oneshott reacts to an attack from Liseda the corrupted dendritic hemospinner, mitigating the blow!.
Corrupted plasmic disruptor is silenced!
Oneshott slows down.
Oneshott has finished recovering.
Oneshott deactivates Trained Reactions.
Liseda the corrupted dendritic hemospinner hits Oneshott for (22 parried), (172 reacted , -5 stam), 344 physical, 13 lightning, (65 reacted , -5 stam), 130 physical (487 total damage).
Melee retaliation hits Liseda the corrupted dendritic hemospinner for (1 rampage shugs off), 0 fire, (1 rampage shugs off), 0 fire (0 total damage).
Oneshott the level 30 higher marauder was disembowelled to death by Liseda the corrupted dendritic hemospinner on level 1 of The Godfeaster.