Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Easy Map v2 1.5.10Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: Race: Banshee 1.5.0Adds Banshees as a new type of undead that harrow enemies with their sorrowful voices. Silence and confuse enemies. Banshees begin in a small starting zone of their own. Banshees are unlocked if you have unlocked any other undead. White Monk 1.5.10Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Better Sounds Mod 1.5.10Description Added Mods: + The infamous Wilhelm scream mod + Somebody shut that dog up! Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Мод заменяет стандартные звуки в ТоМе, такие как монетки (покупка и подбор), выстрел из лука и пращи, Таланты, основанные на молнии, скрипы дверей и др. - Убран звук бешеного павлина в стартовой локации Yeek'ов. Используются следующие моды: + The infamous Wilhelm scream mod + Somebody shut that dog up! Установка: Удаление: или в игре: Shadows are Kirby 1.5.10Makes shadows into kirby because kirby is better than anime and sheila will just get stunt to make her addon anyway. Playable Mummy Race 1.4.8Adds Mummies as a new type of undead that cripple their enemies and overcome any obstacle. Embalming increases Strength and Willpower Mummies begin in their own starter zone, a low-level dungeon reminiscent of both the Blighted Scar and the Elven Ruins. Mummies are initially locked, and unlock by defeating the Mummy Lord High Guard 1.5.10Adds the High Guard, a mage subclass. The High Guard is a melee fighter with mid-range spells who can wield any staff in one hand and favors shields in the offhand. Unique Talents: Spell/Battlemage Spell/Magical Assualt Spell/Phasing Spell/Battle Channeling Spell/Sorcerous Might (high level) Spell/Mage Adept (high level) Spell/Medic (generic) Base Talents: Technique/Combat Training (1.3) See the forum thread full talent details. Talent icons from https://game-icons.net ZOmnibus Addon Pack 1.5.0Combines 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: Tough Melinda light 1.5.0Melinda get a small boost so she can survived a little more. + 200 hp +10% resistance to fire and darkness + 15% resistance to acid +20% resistance to blight Note: Melinda may had other resistances or those named before be more highter, Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. Quick Drown NPCs AOE 1.5.10 Eternal Darkness 1.5.0Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Better Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Female |
Race | Cornac |
Class | Shadowblade |
Level / Exp | 11 / 20% |
Size | medium |
Lifes / Deaths | Killed by poison spore at level 9 on the 52nd Dusk 122nd year of Ascendancy at 05:51 2 / 2Killed by Mayamissra the green mold at level 9 on the 53rd Dusk 122nd year of Ascendancy at 12:49 |
Primary Stats
Strength | 14 (base 10) |
Dexterity | 30 (base 30) |
Constitution | 13 (base 10) |
Magic | 16 (base 13) |
Willpower | 12 (base 10) |
Cunning | 29 (base 29) |
Resources
Life | 128/238 |
Mana | 190/190 |
Stamina | 75/75 |
Healing Factor | 1.0245901639345 |
Regeneration | 0.25614754098361 |
Speed
Mental | +3.0165363095713% |
Attack | 0% |
Movement | 0% |
Spell | +3.0165363095713% |
Global | +100% |
Vision
Sight | 10 |
Lite | -996 |
Infravision | 5 |
See Stealth | 27.258604475846 |
See Invisible | 27.258604475846 |
Stealth | 26.619276318147 |
Offense: Mainhand
Damage | 35 |
Accuracy | 28 |
Crit Chance | 14% |
APR | 9 |
Speed | 0.97 |
Offense: Offhand
Damage | 24 |
Accuracy | 28 |
Crit Chance | 14% |
APR | 9 |
Speed | 0.97 |
Offense: Spell
Spellpower | 24 |
Crit Chance | 7% |
Speed | 0.97071794085072 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 20 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Blight | +3% |
Light | +4% |
Offense: Damage Penetration
Blight | +10% |
Darkness | +15% |
Nature | +5% |
Temporal | +20% |
Defense: Base
Armour (hardiness) | 9 (37.587548638132%) |
Defense | 25 |
Ranged Defense | 25 |
Fatigue | 7.104134762634 |
Physical Save | 9 |
Spell Save | 20 |
Mental Save | 25 |
Defense: Resistances
Blight | -9%( 70%) |
Cold | -7%( 70%) |
All | -20%( 70%) |
Darkness | -1%( 70%) |
Light | -1%( 70%) |
Temporal | -9%( 70%) |
Lightning | -3%( 70%) |
Fire | -13%( 70%) |
Nature | -6%( 70%) |
Defense: Immunities
Confusion Resistance | 23% |
Instadeath Resistance | 100% |
Blind Resistance | 21% |
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 (100% 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: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 110 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
Technique / Duelist | 1.20 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.20 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Phantasm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.20 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 3/5 |
Effects
talent | Stealth |
talent | Shadow Feed |
talent | Shadow Combat |
detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
beneficial effect | Parrying melee and ranged attacks: Has a 42% chance to deflect up to 11 damage from the next 2.3 attack(s). Parried attacks cannot crit. Parrying |
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. | active |
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 anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you improved talent Track (+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. | 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 |
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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed bear paw. * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed green worm. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' 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 red crystal shard. * You've found the needed length of troll intestine. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
On feet | [vs. pair of iron boots 'Swampnull' (0 def, 3 armour) (On feet)] pair of iron boots 'Swampnull' (0 def, 3 armour)pair of iron boots 'Swampnull' (0 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +2% (-) Effects on melee hit: * 30% chance to corrode armour by 30% Damage (Melee): 0(-30) item acid corrode Changes resistances: +6%(-) fire / +12%(-) nature / +5%(-) cold Changes resistances penetration: +5%(-) nature Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | [vs. brass lantern 'Ebonyrupture' (Light source)] brass lantern 'Ebonyrupture'brass lantern 'Ebonyrupture' Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +6%(-) darkness / +6%(-) blight Changes resistances penetration: +15%(-) darkness Changes damage: +3%(-) blight Light radius: +4 (-) 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 | [vs. grounding iron helm of constitution (+2) (0 def, 3 armour) (On head)] grounding iron helm of constitution (+2) (0 def, 3 armour)grounding iron helm of constitution (+2) (0 def, 3 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +5% (-) Changes stats: +2(-) Con Changes resistances: +5%(-) lightning / +6%(-) temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | [vs. radiant iron gauntlets of strength (+3) (0 def, 1 armour) (On hands)] radiant iron gauntlets of strength (+3) (0 def, 1 armour)radiant iron gauntlets of strength (+3) (0 def, 1 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+3 eff.) (-) Armour: +1 (-) Damage (Melee): 5(-) light Changes stats: +3(-) Str Changes resistances: +6%(-) light Changes damage: +4%(-) light Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | [vs. iron pickaxe 'Elenekalthorim' (dig speed 30 turns) (Tool)] iron pickaxe 'Elenekalthorim' (dig speed 30 turns)iron pickaxe 'Elenekalthorim' (dig speed 30 turns) Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1(-) Str / +1(-) Mag / +1(-) Wil Mana when firing critical spell: +6.00 (-) Maximum mana: +20.00 (-) Spellpower: +4 (+2 eff.) (-) Lowers spell cool-downs by: 10% (-) When carried: Talents granted: +1.00(-) Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | [vs. Veloyalevea (On fingers)] VeloyaleveaVeloyalevea Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1(-) Con / +1(-) Mag Mental save: +5 (+2 eff.) (-) Confusion immunity: +23% (-) Infravision radius: +3 (-) Rings can have magical properties. |
Around neck | [vs. starlit copper amulet (Around neck)] starlit copper amuletstarlit copper amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10%(-) light / +10%(-) darkness Blindness immunity: +21% (-) Amulets can have magical properties. |
In main hand | [vs. acidic iron dagger of massacre (14.5-18.85 power, 5 apr) (In main hand, 1 of 2)] acidic iron dagger of massacre (14.5-18.85 power, 5 apr)acidic iron dagger of massacre (14.5-18.85 power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 14.5 - 18.9 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 (-) Crit. chance: +4.0% (-) Attack speed: 100% (-) On weapon crit: * splashes the target with acid Damage (Melee): +5(-) acid Sharp, short and deadly. Tap to cycle through comparison choices |
Around waist | [vs. rough leather belt 'Amydoleg' (Around waist)] rough leather belt 'Amydoleg'rough leather belt 'Amydoleg' Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +9%(-) lightning / +6%(-) cold Spell save: +12 (+11 eff.) (-) Mental save: +12 (+6 eff.) (-) Spellpower: +3 (+1 eff.) (-) A belt that goes around your waist. |
In off hand | [vs. acidic iron dagger of massacre (14.5-18.85 power, 5 apr) (In main hand, 1 of 2)] iron dagger (9.5-12.35 power, 5 apr)iron dagger (9.5-12.35 power, 5 apr) Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.4(-5.0 - -6.5) Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 (-) Crit. chance: +4.0% (-) Attack speed: 100% (-) On weapon crit: - splashes the target with acid Damage (Melee): +0(-5) acid Sharp, short and deadly. Tap to cycle through comparison choices |
Cloak | [vs. linen cloak of the Shaloren (1 def, 0 armour) (Cloak)] linen cloak of the Shaloren (1 def, 0 armour)linen cloak of the Shaloren (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Changes stats: +1(-) Mag / +1(-) Wil A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | [vs. rough leather armour 'Glavea' (1 def, 2 armour) (Main armor)] rough leather armour 'Glavea' (1 def, 2 armour)rough leather armour 'Glavea' (1 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 (-) Defense: +1 (+1 eff.) (-) Fatigue: +6% (-) Effects on melee hit: * 20% chance to disease Damage (Melee): 0(-20) item blight disease Damage when hit (Melee): 11(-) physical Changes resistances: +3%(-) blight / +3%(-) temporal Changes resistances penetration: +10%(-) blight / +20%(-) temporal A suit of armour made of leather. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. 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. |
[vs. acidic iron dagger of massacre (14.5-18.85 power, 5 apr) (In main hand)] iron battleaxe (14.5-21.75 power, 1 apr)This item will automatically be transmogrified when you leave the level. iron battleaxe (14.5-21.75 power, 1 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 14.5 - 21.8(+0.0 - +2.9) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 (-4) Crit. chance: +4.5% (+0.5%) Attack speed: 100% (-) On weapon crit: - splashes the target with acid Damage (Melee): +0(-5) acid Massive two-handed battleaxes. |
[vs. acidic iron dagger of massacre (14.5-18.85 power, 5 apr) (In main hand, 1 of 2)] mossy mindstar of clarity (2.5-2.75 power, 12 apr, nature damage)This item will automatically be transmogrified when you leave the level. mossy mindstar of clarity (2.5-2.75 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8(-12.0 - -16.1) Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 (+7) Crit. chance: +2.5% (-1.5%) Attack speed: 100% (-) On weapon crit: - splashes the target with acid Damage (Melee): +0(-5) acid When wielded/worn: Mental save: +2 (+1 eff.) Maximum psi: +10.00 Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
[vs. rough leather armour 'Glavea' (1 def, 2 armour) (Main armor)] spellwoven linen robe of darkness (+15%) (0 def, 0 armour)spellwoven linen robe of darkness (+15%) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +0 (-2) Defense: +0 (+0 eff.) (-1 (-1 eff.)) Fatigue: +0% (-6%) Damage (Melee): 0(-20) item blight disease Damage when hit (Melee): 0(-11) physical Changes resistances: +0%(-3%) blight / +0%(-3%) temporal / +15% darkness Changes resistances penetration: +0%(-10%) blight / +0%(-20%) temporal Changes damage: +10% darkness Spell save: +15 (+8 eff.) Spellpower: +2 (+1 eff.) Spell crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. rough leather armour 'Glavea' (1 def, 2 armour) (Main armor)] iron plate armour (3 def, 7 armour)This item will automatically be transmogrified when you leave the level. iron plate armour (3 def, 7 armour) Requires: - Strength 22 - Talent Heavy Armour Training (level 3) 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 (+5) Defense: +3 (+2 eff.) (+2 (+1 eff.)) Fatigue: +20% (+14%) Damage (Melee): 0(-20) item blight disease Damage when hit (Melee): 0(-11) physical Changes resistances: +0%(-3%) blight / +0%(-3%) temporal Changes resistances penetration: +0%(-10%) blight / +0%(-20%) temporal A suit of armour made of metal plates. |
[vs. rough leather belt 'Amydoleg' (Around waist)] Girdle of the Calm WatersGirdle of the Calm Waters Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20%(+14%) cold / +20% nature / +0%(-9%) lightning Spell save: +0 (+0 eff.) (-12 (-11 eff.)) Mental save: +0 (+0 eff.) (-12 (-6 eff.)) Spellpower: +0 (+0 eff.) (-3 (-1 eff.)) Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
[vs. rough leather belt 'Amydoleg' (Around waist)] grounding rough leather belt of resiliencegrounding rough leather belt of resilience Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6%(-3%) lightning / +6% temporal / +0%(-6%) cold Spell save: +0 (+0 eff.) (-12 (-11 eff.)) Mental save: +0 (+0 eff.) (-12 (-6 eff.)) Maximum life: +30.00 Spellpower: +0 (+0 eff.) (-3 (-1 eff.)) A belt that goes around your waist. |
[vs. rough leather belt 'Amydoleg' (Around waist)] insulating rough leather belt of the giantsinsulating rough leather belt of the giants Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Changes resistances: +0%(-9%) lightning / +6% fire / +5%(-1%) cold Spell save: +5 (+5 eff.) (-7 (-6 eff.)) Mental save: +0 (+0 eff.) (-12 (-6 eff.)) Spellpower: +0 (+0 eff.) (-3 (-1 eff.)) Size category: +1 A belt that goes around your waist. |
[vs. rough leather belt 'Amydoleg' (Around waist)] Mighty GirdleMighty Girdle Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Changes resistances: +0%(-9%) lightning / +0%(-6%) cold Maximum encumbrance: +70 Spell save: +0 (+0 eff.) (-12 (-11 eff.)) Mental save: +0 (+0 eff.) (-12 (-6 eff.)) Knockback immunity: +40% Maximum life: +40.00 Spellpower: +0 (+0 eff.) (-3 (-1 eff.)) 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. |
[vs. pair of iron boots 'Swampnull' (0 def, 3 armour) (On feet)] Salarelle the Radianceblast (3 def, 1 armour)Salarelle the Radianceblast (3 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-2) Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: -1% (-3%) Damage (Melee): 0(-30) item acid corrode Damage when hit (Melee): 8 light Changes stats: +2 Str / +5 Wil Changes resistances: +0%(-6%) fire / +0%(-12%) nature / +0%(-5%) cold Changes resistances penetration: +0%(-5%) nature A pair of boots made of leather. |
[vs. pair of iron boots 'Swampnull' (0 def, 3 armour) (On feet)] Isibreda the Airspar (2 def, 3 armour)Isibreda the Airspar (2 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (-) Defense: +2 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +2% (-) Damage (Melee): 0(-30) item acid corrode Changes resistances: +0%(-6%) fire / +0%(-12%) nature / +0%(-5%) cold Changes resistances penetration: +0%(-5%) nature Changes damage: +6% mind / +12% lightning Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. radiant iron gauntlets of strength (+3) (0 def, 1 armour) (On hands)] Malorek (0 def, 1 armour)Malorek (0 def, 1 armour) Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+3 eff.) Physical power: +0 (+0 eff.) (-6 (-3 eff.)) Armour: +1 (-) Damage (Melee): 0(-5) light Changes stats: +1(-2) Str Changes resistances: +9%(+3%) light Changes damage: +0%(-4%) light Physical save: +5 (+5 eff.) Mental save: +5 (+3 eff.) Disarm immunity: +23% Infravision radius: +3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. grounding iron helm of constitution (+2) (0 def, 3 armour) (On head)] shimmering linen wizard hat of corrosion (+16%) (1 def, 0 armour)shimmering linen wizard hat of corrosion (+16%) (1 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +0 (-3) Defense: +1 (+0 eff.) Fatigue: +0% (-5%) Changes stats: +0(-2) Con Changes resistances: +16% acid / +0%(-6%) temporal / +0%(-5%) lightning Changes damage: +11% acid / +11% arcane Maximum mana: +10.00 A pointy cloth hat, very wizardly... |
[vs. grounding iron helm of constitution (+2) (0 def, 3 armour) (On head)] Chalagorim the rough leather cap (0 def, 1 armour)Chalagorim the rough leather cap (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-2) Fatigue: +1% (-4%) Changes stats: +3(+1) Con Changes resistances: +12% acid / +0%(-6%) temporal / +6% nature / +0%(-5%) lightning Physical save: +9 (+9 eff.) Blindness immunity: +5% Stun/Freeze immunity: +15% A cap made of leather. |
[vs. grounding iron helm of constitution (+2) (0 def, 3 armour) (On head)] Shadowvenom (1 def, 0 armour)Shadowvenom (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +0 (-3) Defense: +1 (+0 eff.) Fatigue: +0% (-5%) Damage when hit (Melee): 12 nature / 20 darkness Changes stats: +0(-2) Con Changes resistances: +0%(-5%) lightning / +16% cold / +0%(-6%) temporal Changes resistances penetration: +10% nature Changes damage: +18% darkness / +11% cold A pointy cloth hat, very wizardly... |
[vs. grounding iron helm of constitution (+2) (0 def, 3 armour) (On head)] miner's rough leather cap of constitution (+3) (0 def, 2 armour)miner's rough leather cap of constitution (+3) (0 def, 2 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 (-1) Fatigue: +1% (-4%) Changes stats: +3(+1) Con Changes resistances: +0%(-5%) lightning / +0%(-6%) temporal Infravision radius: +1 A cap made of leather. |
[vs. grounding iron helm of constitution (+2) (0 def, 3 armour) (On head)] rough leather cap of might (0 def, 1 armour)rough leather cap of might (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +4 (+2 eff.) Armour: +1 (-2) Fatigue: +1% (-4%) Changes stats: +2 Str / +2(-) Con Changes resistances: +0%(-5%) lightning / +0%(-6%) temporal A cap made of leather. |
[vs. grounding iron helm of constitution (+2) (0 def, 3 armour) (On head)] insulating iron helm of constitution (+3) (0 def, 3 armour)insulating iron helm of constitution (+3) (0 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +5% (-) Changes stats: +3(+1) Con Changes resistances: +0%(-5%) lightning / +6% fire / +0%(-6%) temporal / +6% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
3 agate 3 agate0.00 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. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+2 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 ametrine 2 ametrine0.00 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. |
citrine citrine0.00 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. |
4 zircon 4 zircon0.00 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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered 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. |
Rod of Asphyxiation (1/1) Rod of Asphyxiation (1/1)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 23 power out of 25/25. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (2/2) Rod of Recall (2/2)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 180 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. |
[vs. iron pickaxe 'Elenekalthorim' (dig speed 30 turns) (Tool)] elm totem of cure ailments [power 1] (9 cooldown)elm totem of cure ailments [power 1] (9 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes stats: +0(-1) Str / +0(-1) Mag / +0(-1) Wil Mana when firing critical spell: +0.00 (-6.00) Maximum mana: +0.00 (-20.00) Spellpower: +0 (+0 eff.) (-4 (-2 eff.)) Lowers spell cool-downs by: 0% (-10%) When carried: Talent granted: +0(+-1) Dig It can be used to remove up to 1 poisons or diseases from a target within range 6 (based on Willpower), putting all charms on cooldown for 9 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Orera the Cornac Shadowblade level 10
54th Dusk 122nd year of Ascendancy at 19:14 see stats
Log
Saving done.
Adebretha the red crystal's glacial vapour area effect hits Orera for 9 cold damage.
Adebretha the red crystal casts Lightning.
Adebretha the red crystal hits Orera for 88 lightning damage.
Adebretha the red crystal's glacial vapour area effect hits Orera for 11 cold damage.
Adebretha the red crystal briefly catches sight of you!
Adebretha the red crystal casts Phase Door.
Orera wears (replacing Girdle of the Calm Waters): rough leather belt 'Amydoleg'.
Orera wears (replacing rough leather cap of might (0 def, 1 armour)): grounding iron helm of constitution (+2) (0 def, 3 armour).
Resting starts...
Rested for 89 turns (stop reason: all resources and life at maximum).
Saving game...
Saving done.
Orera picks up (w.): zircon.
Adebretha the red crystal casts Manathrust.
Adebretha the red crystal hits Orera for 110 arcane damage.
Orera deactivates Shadow Feed.
Orera deactivates Stealth.
Orera deactivates Shadow Combat.