











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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:
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:
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. Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Escort Rescheduling 1.7.0Slightly adjust the random level selection for escort quests to avoid levels with zone bosses. Items Vault 1.7.0Donators/Buyers bonus! Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Better Sounds Mod 1.6.0Description 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: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Always Transmogrify 1.6.0Removes the transmogrify confirmation dialogue box and additionally allows tagged objects to be transmogrified. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit 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: Everyone Options 1.4.5Starts characters off with category points instead of categories known. Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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 Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Thalore |
Class | Archer |
Level / Exp | 28 / 59% |
Size | medium |
Lifes / Deaths | Killed by worm that walks at level 15 on the 41st Dusk 122nd year of Ascendancy at 15:10 4 / 2Killed by Islatira the cutpurse at level 16 on the 55th Dusk 122nd year of Ascendancy at 13:22 |
Primary Stats
Strength | 38 (base 17) |
Dexterity | 106 (base 56) |
Constitution | 50 (base 28) |
Magic | 22 (base 10) |
Willpower | 32 (base 18) |
Cunning | 48 (base 27) |
Resources
Life | 658/658 |
Stamina | 198/206 |
Equilibrium | 20 |
Healing Factor | 1.2786847857242 |
Regeneration | 5.4344103393279 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 6 |
See Stealth | 44.156612690121 |
See Invisible | 44.156612690121 |
Offense: Mainhand
Damage | 116 |
Accuracy | 64 |
Crit Chance | 15% |
APR | 10 |
Speed | 1.00 |
Offense: Spell
Spellpower | 13 |
Crit Chance | 18% |
Speed | 1 |
Offense: Mind
Mindpower | 33 |
Crit Chance | 20% |
Speed | 1 |
Offense: Damage Bonus
Mind | +6% |
Light | +18% |
Fire | +17% |
All | 0% |
Offense: Damage Penetration
Acid | +35% |
Mind | +25% |
Physical | +19% |
Defense: Base
Armour (hardiness) | 25 (38.594633868923%) |
Defense | 68 |
Ranged Defense | 68 |
Fatigue | 3.9238052216851 |
Physical Save | 25 |
Spell Save | 25 |
Mental Save | 28 |
Defense: Resistances
Cold | + 20%( 70%) |
Lightning | + 36%( 70%) |
Light | + 24%( 70%) |
Temporal | + 28%( 70%) |
Blight | + 40%( 70%) |
Acid | + 21%( 70%) |
Fire | + 44%( 70%) |
All | + 14%( 70%) |
Defense: Immunities
Confusion Resistance | 24% |
Pinning Resistance | 20% |
Instadeath Resistance | 100% |
Blind Resistance | 0% |
Inscriptions (4/4)
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 100 life over 5 turns. |
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 27% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 5 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 276 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Archery training | 1.30 |
| 2/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Cunning / Poisons | 1.00 |
| 3/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Technique / Reflexes | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Marksmanship | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 4/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Race / Thalore | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Technique / Conditioning | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Mobility | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Prodigies
| 1/1 |
Effects
talent | Daunting Presence |
talent | Apply Poison |
talent | Intuitive Shots |
talent | Elemental Harmony |
talent | Numbing Poison |
talent | Insidious Poison |
detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Arcane talents fail 30% of the time and arcane sustains have a 3.0% chance to deactivate each turn. Antimagic Disruption |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Norgos Lair. Escort: lone alchemist (level 2 of Norgos Lair)As a reward you improved Dexterity by +5. | done |
You failed to protect the repented thief from death by snow giant boulder thrower. Escort: repented thief (level 1 of Daikara) | failed |
You failed to protect the temporal explorer from death by copperhead snake. Escort: temporal explorer (level 3 of Old Forest) | failed |
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 |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | 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's current energy level is: 23. | 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. | 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: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed vial of wight ectoplasm. * You've found the needed xorn fragment. | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 Encumbrance T3 feet armor [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Str +4 Mag +7 Wil +4 Cun +4 Con offense ------ Mindpower +5 (+2 eff.) Ignore resists +7% physical defense ------ Armor +9 Fatigue +3% Resistance +17% lightning +8% temporal +7% cold +10% fire +8% acid Blindside: Puts all charms on 19 cooldown Effective talent level: 3.0 Power cost 19 out of 25/25. Range 6 Cooldown: 10 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 15 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() 3.0 Encumbrance T3 arrow ammo [Rare] Psionic Weapon Damage 144% Range: 1.0x-1.4x Uses 70% Dex, 50% Str Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +2.0% Capacity 20 On-ranged-hit +21 physical +12 cold +16 light On-Hit, radius 1 +20 cold On-crit, radius 2 +8 light On Hit: * 10% chance to slow global speed by 48% * 20 arcane resource burn * 20% chance to knock the target back 3 spaces and deal 132 physical damage Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 1.0 Encumbrance T3 lite [Ego++] Nature/Disrupt While equipped: Stats +3 Con defense ------ Resistance +7% blight +3% all Spell save +6 (+3 eff.) Life Regen +4.00 other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 Encumbrance T5 head armor [Random Unique] Master While equipped: Stats +11 Str +7 Dex +4 Mag +2 Wil +9 Con offense ------ Physical Power +5 (+1 eff.) defense ------ Armor +5 Fatigue +5% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Mana-on-crit +2.00 Vim-on-crit +1.00 Skullcracker: Puts all charms on 16 cooldown Effective talent level: 3.0 Power cost 16 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 177.9 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Tool | ![]() 1.0 Encumbrance T3 skull tool [Unique] Arcane While equipped: offense ------ Spell Crit +4% Spellpower +10 (+2 eff.) When Hit 12 darkness Raise one or two undead rats to fight beside you. Uses 53 power out of 70/70 This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Master/Psionic While equipped: Stats +6 Cun +5 Dex offense ------ Accuracy +7 (+2 eff.) defense ------ Mind save +8 (+4 eff.) Confus Resist +24% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +5 Dex offense ------ Damage +11% fire Accuracy +10 (+3 eff.) defense ------ Resistance +22% fire Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Dex +6 Mag +4 Cun +6 Lck defense ------ Stealth +8 other ------- Disarm Traps +7 Mana/turn +0.21 Max mana +20.00 Infravision +3 A belt that goes around your waist. |
In main hand | ![]() 4.0 Encumbrance T5 longbow 2H weapon [Rare] Master Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 On Hit: * 20% chance to reduce armor by 17% While equipped: Stats +9 Dex offense ------ Ignore resists +10% acid +12% physical defense ------ Resistance +9% lightning +3% fire Pinning Resist +20% Longbows are used to shoot arrows at your foes. |
On hands | ![]() 1.0 Encumbrance T4 hands armor [Rare] Master While equipped: Stats +4 Str +5 Dex +5 Con offense ------ Physical Power +5 (+1 eff.) Accuracy +17 (+4 eff.) On-Hit (Melee): * 20% chance to reduce armor by 17% defense ------ Armor +3 Defense +10 (+3 eff.) other ------- Max stamina +10.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 9.0 Encumbrance T5 light armor [Rare] Master While equipped: Stats +2 Str +7 Dex offense ------ Move Speed +20% Ignore resists +25% acid defense ------ Armor +8 Defense +41 (+11 eff.) Fatigue +8% Resistance +15% blight other ------- Max stamina +20.00 A suit of armour made of leather. |
Cloak | ![]() 2.0 Encumbrance T5 cloak armor [Rare] Psionic While equipped: Stats +3 Cun +4 Wil offense ------ Mind Crit +6% Damage +18% light +6% mind Ignore resists +25% mind defense ------ Defense +3 (+1 eff.) Resistance +3% light other ------- Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +4 Cun offense ------ Damage +6% fire defense ------ Resistance +3% blight +9% temporal +9% light Spell save +6 (+3 eff.) Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 550% 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 Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 278.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 acid, 2 physical, 3 darkness, 5 fire, 4 arcane Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 20 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 294.20 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 477 damage for 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 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 0 up to 4 times. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 55 with a minimum range of 15. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +5 (+1 eff.) defense ------ Blind Resist +100% other ------- See Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 46 power out of 60/60 The evilness of undeath radiates from this amulet. |
![]() 0.1 Encumbrance T5 amulet jewelry [Rare] Nature While equipped: Stats +7 Dex +3 Mag offense ------ Damage +3% lightning defense ------ Resistance +15% mind +9% lightning other ------- Light +2 Infravision +1 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Psionic While equipped: defense ------ Fatigue -5% Mind save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
![]() 4.0 Encumbrance T3 longbow 2H weapon [Rare] Nature Weapon Damage 100% Range: 1.0x-1.1x Uses Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Range +8 Projectile Speed +200% On Hit: * 20% chance to reduce armor by 17% While equipped: Stats +11 Con +17 Wil offense ------ Damage +6% acid defense ------ Resistance +9% light Physical save +12 (+6 eff.) Life +74.00 Longbows are used to shoot arrows at your foes. |
![]() 3.0 Encumbrance T3 arrow ammo [Rare] Master Weapon Damage 137% Range: 1.0x-1.4x Uses 70% Dex, 50% Str Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +19.0% Capacity 19 On-Hit, radius 1 +20 light +20 fire On-crit, radius 2 +4 blight +16 fire +20 light On Hit: * 20% chance to reduce strength, dexterity, and constitution by 8 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
![]() 3.0 Encumbrance T3 arrow ammo [Ego++] Nature/Master Weapon Damage 162% Range: 1.0x-1.4x Uses 50% Str, 70% Dex Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +10.0% Capacity 17 On Hit: * 20% chance to create vines that bind the target to the ground dealing 132 nature damage and pinning them for 3 turns On Crit: * Wound the target dealing 185 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+5 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+3 eff.) Resistance +30% nature +11% all Physical save +10 (+5 eff.) Spell save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() 9.0 Encumbrance T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex defense ------ Defense +16 (+4 eff.) Fatigue +2% Resistance +15% lightning Poison Resist +50% Pinning Resist +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Effective talent level: 2.0 Power cost 19 out of 50/50. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 41.53 to 124.58 lightning damage (83.05 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
![]() 1.0 Encumbrance T5 belt armor [Rare] Nature While equipped: Stats +3 Wil +2 Con offense ------ Ignore resists +15% cold defense ------ Resistance +38% lightning +10% temporal other ------- See Invis +3 A belt that goes around your waist. |
![]() 1.0 Encumbrance T4 hands armor [Rare] Arcane While equipped: Stats +4 Mag +5 Wil offense ------ Spell Crit +2% Critical power +10.00% Spellpower/crit +6 On-Hit 4 acid 7 fire 7 cold 6 lightning Damage +9% fire Ignore resists +5% fire defense ------ Armor +3 Resistance +12% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 Encumbrance T5 head armor [Rare] Psionic While equipped: Stats +8 Cun defense ------ Armor +10 Defense +23 (+6 eff.) Resistance +9% blight +6% fire +6% light Mind save +12 (+6 eff.) A pointy cloth hat, very wizardly... |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +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. |
![]() 0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 2.0 Encumbrance egg misc [Unique] Nature While carried: other ------- Light -2 Summon up to 2 spiders. Uses 61 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 2.0 Encumbrance T2 tool misc [Unique] While equipped: Stats +8 Cun offense ------ Damage +15% lightning defense ------ Resistance +15% lightning Physical save +18 (+9 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
![]() 3.0 Encumbrance T5 digger tool [Rare] Master While equipped: Stats +7 Str offense ------ Critical power +20.00% Physical Power +15 (+5 eff.) Damage +6% physical Ignore Armor +9 defense ------ Armor +4 Defense +10 (+3 eff.) Resistance +1% physical While carried: other ------- Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 20 cooldown Effective talent level: 3.0 Power cost 20 out of 26/26. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +73 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance 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 Encumbrance T2 rod charm [Unique] Unknown While carried: other ------- Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 72% of the healing done. This effect scales with your Magic stat.. Uses 57 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 153 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance T3 torque charm [Ego+] Psionic Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 200 physical damage Puts all charms on 12 cooldown 100% to heal for 47. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T5 torque charm [Rare] Psionic While equipped: offense ------ Ignore resists +25% acid When Hit 4 lightning On-Hit (Melee): * 20% chance to slow global speed by 48% defense ------ Resistance +5% arcane +9% acid Setup a psionic shield, reducing all damage taken by 151 for 5 turns Puts all charms on 19 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T3 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 6 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 535 Base Damage: 212 Armor: 5 All Resist: 12 Puts all charms on 19 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T3 totem charm [Ego] Nature Sting an enemy dealing 278 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 12 cooldown 100% to increase all damage by 18% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T5 totem charm [Rare] Nature While equipped: offense ------ Mind Crit +2% Critical power +5.00% Damage +6% mind When Hit 4 nature On-Hit (Melee): * 20% chance to slow global speed by 48% defense ------ Spell save +15 (+8 eff.) Heal yourself and all friendly characters within 10 spaces for 458 Puts all charms on 12 cooldown 100% to reduce fatigue by 54% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T3 wand charm [Ego+] Arcane Create a shield absorbing up to 236 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 16 cooldown 100% to heal for 33. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
By Goth the Thalore Archer level 17
77th Dusk 122nd year of Ascendancy at 03:25 see stats
By Goth the Thalore Archer level 25
14th Regrowth 123rd year of Ascendancy at 11:40 see stats
By Goth the Thalore Archer level 12
10th Dusk 122nd year of Ascendancy at 09:55 see stats
By Goth the Thalore Archer level 18
17th Haze 122nd year of Ascendancy at 13:16 see stats
By Goth the Thalore Archer level 18
17th Haze 122nd year of Ascendancy at 16:47 see stats
By Goth the Thalore Archer level 23
76th Haze 122nd year of Ascendancy at 10:39 see stats
By Goth the Thalore Archer level 10
3rd Summertide 122nd year of Ascendancy at 10:16 see stats
By Goth the Thalore Archer level 20
20th Haze 122nd year of Ascendancy at 05:51 see stats
By Goth the Thalore Archer level 24
1st Wintertide 123rd year of Ascendancy at 17:43 see stats
By Goth the Thalore Archer level 25
14th Regrowth 123rd year of Ascendancy at 11:40 see stats
By Goth the Thalore Archer level 15
41st Dusk 122nd year of Ascendancy at 15:08 see stats
By Goth the Thalore Archer level 11
6th Flare 122nd year of Ascendancy at 04:43 see stats
By Goth the Thalore Archer level 19
19th Haze 122nd year of Ascendancy at 18:44 see stats
By Goth the Thalore Archer level 18
1st Haze 122nd year of Ascendancy at 11:16 see stats
By Goth the Thalore Archer level 18
15th Haze 122nd year of Ascendancy at 19:56 see stats
By Goth the Thalore Archer level 24
1st Regrowth 123rd year of Ascendancy at 19:45 see stats
By Goth the Thalore Archer level 18
10th Haze 122nd year of Ascendancy at 17:26 see stats
Log
Lore found: clue (ruined dungeon)
You can read all your collected lore in the game menu, by pressing Escape.
Lore found: clue (ruined dungeon)
You can read all your collected lore in the game menu, by pressing Escape.
Ran for 11 turns (stop reason: learnt lore).
You don't see how to get there...
There is an exit to the worldmap here (press '' or right click to use).
You gain 15.25 gold from the transmogrification of cleansing yew totem of healing [power 296] (12 cooldown).
You gain 12.00 gold from the transmogrification of quartz.
You gain 8.00 gold from the transmogrification of topaz.
You gain 13.31 gold from the transmogrification of Durirochik (0 def, 7 armour).
You gain 0.90 gold from the transmogrification of pair of hardened leather boots of evasion (5 def, 3 armour).
You gain 4.02 gold from the transmogrification of cleansing cured leather armour of the deep (6 def, 7 armour).
You gain 5.23 gold from the transmogrification of focusing cashmere robe of time (+11%) (0 def, 0 armour).
Quest 'Sher'Tul Fortress' status updated! (Press 'j' to see the quest log)
You gain 24.32 gold from the transmogrification of dwarven-steel longsword 'Flaretrail' (141% power, 4 apr).
You gain 14.62 gold from the transmogrification of steel greatsword 'Kyvon' (126% power, 2 apr).
You gain 0.75 gold from the transmogrification of dwarven-steel greatmaul (151% power, 2 apr).
You gain 19.87 gold from the transmogrification of Lightcrack (135% power, 2 apr).
You gain 20.82 gold from the transmogrification of Relgasagar (117% power, 2 apr).
There is a Entrance to a ruined dungeon 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.