













Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.5 |
Addons | Player AI 1.5.10Adds a keybind to activate the new player AI. Set to Alt+F1 by default. This description seems to vanish when I put too much text in it, so view the feature list and changelog on the steam version here: http://steamcommunity.com/sharedfiles/filedetails/?id=523638132. Note for Developers: This addon superwrites Player:act(), so if your addon also touches Player:act() change the load order so that the Player AI addon loads last. Moderately Generous Levels 1.6.0Is moderately generous with talents, types and stat points for each level gained. + 0.2% resist all per level upto level 50. +0.1% resist all per level at levels 51+ + 2 to all saves per level upto level 50. +1 to all saves per level at levels 51+ + 5 to MaxHP per level 4 stat points per level. Possessor Bonus Class 1.6.0Donators/Buyers bonus! Ashes of Urh'Rok 1.6.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.6.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.6.0Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.6.0This 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 Doctornull's Tweak Pack 1.5.10A collection of tweaks for existing ToME content. Items Vault 1.6.0Donators/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. Fixed bonus dungeons trigger 1.6.5Make sure that ALL the dungeons will appear in your game. More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Exponential Leveling 1.5.5Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
ZOmnibus Addon Pack 1.6.0Combines 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: Homosuperior 1.2.3This addon adds another subrace to the humans. Much stronger than any other race, for testing of classes and beginners. + 5 in all main stats exp multiplier: 0.85 Tougher Escorts 1.6.0Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Forbidden Cults 1.6.0Official 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 | Madness Roguelike |
Sex | Male |
Race | Yeek |
Class | Adventurer |
Level / Exp | 15 / 43% |
Size | small |
Lifes / Deaths | Killed by Jaybee at level 15 on the 5th Mirth 122nd year of Ascendancy at 11:26 / 1 |
Primary Stats
Strength | 41 (base 39) |
Dexterity | 45 (base 39) |
Constitution | 34 (base 39) |
Magic | 45 (base 39) |
Willpower | 54 (base 39) |
Cunning | 45 (base 39) |
Resources
Mana | 334/334 |
Negative | 44/62 |
Vim | 336/336 |
Life | -18/507 |
Positive | 41/52 |
Stamina | 116/116 |
Paradox | 369 |
Healing Factor | 1.1764705882353 |
Regeneration | 198.80403525378 |
Speed
Mental | +149.72749387045% |
Attack | +114.182039325% |
Movement | +249.04576174662% |
Spell | +174.71621367221% |
Global | +145.24615384615% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 17 |
See Stealth | 122.76192563656 |
See Invisible | 122.76192563656 |
Stealth | 30 |
Offense: Mainhand
Damage | 117 |
Accuracy | 89 |
Crit Chance | 118% |
APR | 39 |
Speed | 0.40 |
Offense: Offhand
Damage | 109 |
Accuracy | 89 |
Crit Chance | 118% |
APR | 40 |
Speed | 0.40 |
Offense: Spell
Spellpower | 109 |
Crit Chance | 100% |
Speed | 0.36401200592885 |
Offense: Mind
Mindpower | 52 |
Crit Chance | 14% |
Speed | 0.46689255698169 |
Offense: Damage Bonus
Lightning | +9% |
Light | +7% |
Fire | +11% |
Darkness | +84% |
Arcane | +6% |
Mind | +6% |
Nature | +10% |
Offense: Damage Penetration
Lightning | +24% |
Light | +73% |
Darkness | +73% |
Cold | +14% |
Mind | +5% |
Defense: Base
Armour (hardiness) | 155.80691277985 (100%) |
Defense | 123 |
Ranged Defense | 123 |
Fatigue | 0 |
Physical Save | 85 |
Spell Save | 118 |
Mental Save | 74 |
Defense: Resistances
Darkness | + 56%( 74%) |
Nature | + 41%( 74%) |
Fire | + 64%( 74%) |
Arcane | + 30%( 74%) |
Mind | + 30%( 74%) |
All | + 26%( 74%) |
Defense: Immunities
Confusion Resistance | 95% |
Silence Resistance | 60% |
Instadeath Resistance | 100% |
Blind Resistance | 94% |
Inscriptions (3/3)
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 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 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: 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 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Corruption / Heart of Fire | 5.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Celestial / Star fury | 5.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Celestial / Sun | 5.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Chronomancy / Temporal Guardian | 5.00 |
| 2/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Corruption / Bone | 5.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Corruption / Plague | 5.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Two-handed assault | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Chronomancy / Temporal Combat | 5.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Cunning / Called Shots | 5.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Berserker's strength | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Technique / Tireless Combatant | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Corruption / Infernal combat | 5.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Buckler Training | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Celestial / Twilight | 5.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Corruption / Brutality | 5.00 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Celestial / Radiance | 5.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Throwing knives | 5.00 |
| 4/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Technique / Marksmanship | 5.00 |
| 2/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Celestial / Crusader | 5.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Shadowflame | 5.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Reflexes | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Corruption / Torture | 5.00 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Corruption / Vim | 5.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Celestial / Combat | 5.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Cunning / Shadow magic | 5.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Corruption / Demonic pact | 5.00 |
| 2/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Combat techniques | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Chronomancy / Spacetime Folding | 5.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Chronomancy / Stasis | 5.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Archery prowess | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Cunning / Dirty fighting | 5.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Corruption / Scourge | 5.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Shield defense | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Technique / Archery training | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Chronomancy / Blade Threading | 5.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Corruption / Sanguisuge | 5.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Chronomancy / Bow Threading | 5.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Magical combat | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Chronomancy / Speed Control | 5.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Corruption / Reaving combat | 5.00 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Duelist | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Celestial / Sunlight | 5.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Celestial / Eclipse | 5.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Dual techniques | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Corruption / Doom shield | 5.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Cunning / Poisons | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Generic Talents
Chronomancy / Chronomancy | 5.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Conditioning | 5.00 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Corruption / Torment | 5.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 5.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Celestial / Hymns | 5.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 5.00 |
| 1/5 |
| 3/5 |
| 3/5 |
| 3/5 |
| 2/5 |
| 3/5 |
| 2/5 |
Psionic / Dream Forge | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Fate Weaving | 5.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Cunning / Scoundrel | 5.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 5.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Corruption / Hexes | 5.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Cursed / Dark sustenance | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Yeek | 5.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Curses | 5.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Mobility | 5.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Cunning / Lethality | 5.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Effects
talent | Quickdraw |
talent | Arcane Combat |
talent | Shadow Combat |
talent | Weapon Folding |
talent | Flame of Urh'Rok |
talent | Apply Poison |
talent | Precise Strikes |
talent | Searing Sight |
talent | Hardened Core |
talent | Contingency |
talent | Arcane Feed |
talent | Shadow Feed |
talent | Volatile Poison |
talent | Overkill |
talent | Weapon of Wrath |
talent | Pace Yourself |
talent | Corona |
talent | Hymn of Shadows |
talent | Ruin |
talent | Numbing Poison |
talent | Weapon of Light |
beneficial effect | Improves senses, allowing the detection of unseen things. Sensing (Vim) |
beneficial effect | Parrying melee and ranged attacks: Has a 80% chance to deflect up to 31 damage from the next 2.5 attack(s). Parried attacks cannot crit. Parrying |
beneficial effect | The target's light and darkness spell penetration has been increased by 73%. Totality |
beneficial effect | A flow of life spins around the target, regenerating 20.00 life per turn. Regeneration |
beneficial effect | Increases global action speed by 30%. Haste |
beneficial effect | Increases attack, spell, and mind speed by 112%. 3 Time Dilation |
beneficial effect | Gain 30 stealth power Stealthed |
beneficial effect | The time distortion has created a restoration field, healing the target for 126 each turn. Temporal Restoration Field |
beneficial effect | The target is in a magical frenzy, improving spellpower by 55. Bloodlust |
beneficial effect | The target's defense and saves have been increased by 87. 3 Spin |
beneficial effect | The target's accuracy and power have been increased by 24. 3 Fateweaver |
beneficial effect | The target has 95 increased life regeneration. Recovery |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
detrimental effect | Target is drenched with magical water, halving its stun resistance. Wet |
beneficial effect | Turn into a wraith, passing through walls (but not natural obstacles), granting 54 defense and 41 armour. Wraithform |
beneficial effect | Next melee attack will always trigger incinerating blows, and the damage from incinerating blows will be multiplied by 408% Raging flames |
beneficial effect | Increases attack speed by 35%, grants infinite ammo, and causes all marking shots to have a 100% increased chance to mark. Trueshot |
beneficial effect | Peer into the future, detecting enemies, increasing defense by 38, and granting a 8% chance to ignore critical hits. Precognition |
beneficial effect | The target has a 96% chance of increasing the duration of one detrimental status effects on targets it damages by one. Seal Fate |
beneficial effect | The target is moving is 75% faster. 1 Celerity |
beneficial effect | The target stands strong, increasing all resistances by 19.2% and resistance caps by 4.5%. Eternal Warrior |
beneficial effect | Has 13 throwing knives prepared: 13 KnivesRange: 8 Net Damage: 167 - 233 Accuracy: 106 (knife) APR: 54 Crit Chance: +162% Crit mult: 234% Uses Stats: 50% Cun, 70% Dex |
beneficial effect | Each melee hit generates a radius 1 ball of fire dealing 487.79 damage. Demon Blade |
beneficial effect | The target has 43% chance to evade melee and ranged attacks and gains 101 defense. Evasion |
Quests
You have been tasked to remove at leastg one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished the naga invader, Lady Nashva. * You have explored the ritch tunnels and vanquished their queen. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
Equipment
On feet | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Stamina each turn: +0.30 Maximum stamina: +12.00 A pair of boots made of leather. |
Light source | ![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +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 | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Wil Changes resistances: +16% fire Changes damage: +11% fire Physical save: +5 (+1 eff.) A pointy cloth hat, very wizardly... |
Tool | ![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal the target for 80, and remove up to 2 poisons or diseases Activation puts all charms on cooldown for 8 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Maximum encumbrance: +20 Rings can have magical properties. |
On fingers | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% nature Changes damage: +10% nature Rings can have magical properties. |
Around neck | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage (Melee): 7 light / 7 darkness Effects when hit in melee: * 7% chance to blind * 7% chance to reduce damage dealt by 26% Changes damage: +7% light / +9% darkness Amulets can have magical properties. |
In main hand | ![]() Requires: - Dexterity 35 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 26.0 - 33.8 Uses stats: 45% Cun, 0% Mag, 45% Dex Damage type: Physical Mastery: Agile Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (radius 2) on crit: +5 lightning / +7 cold When wielded/worn: Changes resistances penetration: +9% lightning / +14% cold Movement speed: +32% Sharp, short and deadly. |
On hands | ![]() Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 11 arcane Damage when hit (Melee): 10 arcane Changes stats: +6 Wil / +6 Mag Changes resistances: +6% arcane / +6% mind Changes resistances penetration: +15% lightning / +5% mind Changes damage: +9% lightning / +6% arcane / +6% mind Spellpower: +10 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
In off hand | ![]() Requires: - Cunning 25 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 35% Cun, 0% Mag, 55% Dex Damage type: Physical Mastery: Agile Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 100% On weapon kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. Damage (Melee): +10 silence When wielded/worn: Accuracy: +10 (+2 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Cun / +1 Dex A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Strength 18 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +11 Defense: +22 (+3 eff.) Fatigue: +8% Changes stats: +5 Str / +7 Dex / +1 Cun Physical save: +9 (+1 eff.) Mental save: +10 (+3 eff.) A suit of armour made of leather. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 248 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 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: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 16% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() acid wave rune of the duelist (damage 121; dur 5; cd 22) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 121.00 acid damage. The corrosive acid will also disarm enemies struck for 5 turns. This effect can be resisted but not saved against. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() biting gale rune (--) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() acidic steel battleaxe of amnesia (20.5-30.75 power, 2 apr) Requires: - Magic 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 20.5 - 30.8 Uses stat: 120% Mag Damage type: Physical Mastery: General Weapons Training Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) On weapon crit: * Splash the target with acid dealing 266 damage over 5 turns and reducing armor and accuracy by 34 Massive two-handed battleaxes. |
![]() Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 17.0 - 25.5 Uses stat: 120% Mag Damage type: Physical Mastery: General Weapons Training Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% Damage (Melee): +10 light Damage against: +7% Undead Massive two-handed mauls. |
![]() Requires: - Magic 11 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Mag Damage type: Physical Mastery: General Weapons Training Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +5 nature When wielded/worn: Accuracy: +6 (+1 eff.) Defense: +5 (+1 eff.) Disarm immunity: +21% Sharp, long, and deadly. |
![]() Requires: - Magic 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Mag Damage type: Physical Mastery: General Weapons Training Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
![]() Requires: - Magic 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Mag Damage type: Physical Mastery: General Weapons Training Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
![]() Requires: - Magic 11 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Mag Damage type: Physical Mastery: General Weapons Training Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +5 nature Sharp, long, and deadly. |
![]() Belutira the steel dagger (12-15.6 power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.0 - 15.6 Uses stats: 45% Dex, 45% Cun, 0% Mag Damage type: Physical Mastery: Agile Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 266 damage over 5 turns and reducing armor and accuracy by 34 When wielded/worn: Armour: +8 Changes resistances: +6% blight / +12% cold / +5% arcane Reduces incoming crit damage: 15.00% Disarm immunity: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Sharp, short and deadly. |
![]() Emath the steel dagger (11.5-14.95 power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 11.5 - 15.0 Uses stats: 45% Dex, 45% Cun, 0% Mag Damage type: Physical Mastery: Agile Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (radius 1) on hit: +9 fire When wielded/worn: Armour: +8 Defense: +30 (+4 eff.) Changes stats: +2 Dex Changes resistances penetration: +10% acid Physical save: +18 (+3 eff.) Sharp, short and deadly. |
![]() Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 15.0 - 21.0 Uses stats: 50% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +1.0% Capacity: 16 Arrows are used with bows to pierce your foes to death. |
![]() Requires: - Dexterity 11 Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 12.0 - 16.8 Uses stats: 50% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +1.0% Capacity: 21 On weapon hit: * 11% chance to slow global speed by 59% Arrows are used with bows to pierce your foes to death. |
![]() Requires: - Shield usage training - Cunning 11 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 9.5 - 11.4 Uses stat: 100% Mag Damage type: Physical Mastery: General Weapons Training Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +2.5% Block value: +19 When wielded/worn: Armour: +2 Fatigue: +8% Talent granted: +1 Block Handheld deflection devices. |
![]() Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+0 eff.) Fatigue: +6% A suit of armour made of leather. |
![]() Galykan (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Fatigue: +12% Changes stats: +4 Str / +5 Dex / +2 Mag Changes resistances: +19% temporal Changes resistances penetration: +10% arcane Reduces incoming crit damage: 15.00% Light radius: +3 A suit of armour made of mail. |
![]() 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Movement speed: +25% A pair of boots made of leather. |
![]() 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 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. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(111 power, based on Willpower) Activation costs 3 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 5 power out of 25/25) : Effective talent level: 3.0 Power cost: 5 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 12 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
![]() 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 Activation costs 46 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. |
Achievements
By Jaybee the Yeek Adventurer level 10
5th Mirth 122nd year of Ascendancy at 03:20 see stats
By Jaybee the Yeek Adventurer level 8
1st Mirth 122nd year of Ascendancy at 21:47 see stats
By Jaybee the Yeek Adventurer level 8
1st Mirth 122nd year of Ascendancy at 07:49 see stats
By Jaybee the Yeek Adventurer level 13
5th Mirth 122nd year of Ascendancy at 10:11 see stats
Log
Jaybee's spell attains critical power!
Ce'Nedhemira the bone giant is afflicted by a decrepitude disease!
You collect a new ingredient: pouch of bone giant dust (1).
Jaybee's spell attains critical power!
Jaybee's spell attains critical power!
Jaybee performs a melee critical strike against Ce'Nedhemira the bone giant!
Jaybee is more stealthy.
Jaybee's spell attains critical power!
Jaybee's spell attains critical power!
Jaybee's spell attains critical power!
You feel the edges of spacetime begin to ripple and bend!
Jaybee casts Firebeam.
Jaybee hits Ce'Nedhemira the bone giant for 1457 light, 302 physical, 209 light, 11 arcane, 12 darkness, 432 darkness, 114 blight, 203 temporal, 6 lightning, 4 cold (2752 total damage).
Demon Blade hits Ce'Nedhemira the bone giant for 620 fire damage.
Jaybee receives 54 healing from Ruin.
Jaybee's solar fury subsides.
Demon Blade killed Ce'Nedhemira the bone giant!
Jaybee's darkness area effect hits Jaybee for 465 darkness damage.
Jaybee uses Infusion: Healing.
Jaybee receives 59 healing from Infusion: Healing.
Jaybee uses Infusion: Regeneration.
Jaybee starts regenerating health quickly.
Spacetime feels more stable.
Talent Precognition is ready to use.
Jaybee receives 148 healing from Temporal Restoration Field.
Jaybee casts Precognition.
You feel the edges of spacetime begin to ripple and bend!
Saving game...