Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. 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. 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 Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! True Full Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Opt-in Adventurers Parties 1.7.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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. 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 Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: 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 | Nightmare Roguelike |
Sex | Female |
Race | Cornac |
Class | Arcane Blade |
Level / Exp | 22 / 63% |
Size | medium |
Lifes / Deaths | Killed by Eilinatha the black ooze at level 19 on the 10th Decay 122nd year of Ascendancy at 04:31 / 2Killed by Omikeli the halfling at level 22 on the 10th Regrowth 123rd year of Ascendancy at 05:19 |
Primary Stats
Strength | 31 (base 13) |
Dexterity | 30 (base 10) |
Constitution | 15 (base 10) |
Magic | 76 (base 51) |
Willpower | 34 (base 10) |
Cunning | 57 (base 44) |
Resources
Life | -31/665 |
Mana | 0/346 |
Stamina | 75/223 |
Equilibrium | 20 |
Healing Factor | 1.1760311219418 |
Regeneration | 5.8213540536117 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -6.6613381477509E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 5 |
See Stealth | 35.580577165004 |
See Invisible | 35.580577165004 |
Offense: Mainhand
Damage | 32 |
Accuracy | 54 |
Crit Chance | 25% |
APR | 3 |
Speed | 1.00 |
Offense: Offhand
Damage | 10 |
Accuracy | 54 |
Crit Chance | 26% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 56 |
Crit Chance | 28% |
Speed | 1 |
Offense: Mind
Mindpower | 33 |
Crit Chance | 19% |
Speed | 1 |
Offense: Damage Bonus
Acid | +11% |
Blight | +14% |
Arcane | +15% |
Cold | +30% |
All | 0% |
Lightning | +32% |
Physical | +6% |
Mind | +6% |
Fire | +9% |
Nature | +6% |
Offense: Damage Penetration
Lightning | +20% |
Light | +15% |
Fire | +15% |
Cold | +6% |
Mind | +20% |
Nature | +5% |
Defense: Base
Armour (hardiness) | 19 (51.69962066283%) |
Defense | 44 |
Ranged Defense | 44 |
Fatigue | 0 |
Physical Save | 16 |
Spell Save | 36 |
Mental Save | 29 |
Defense: Resistances
Lightning | + 27%( 70%) |
Darkness | + 13%( 70%) |
Cold | + 54%( 70%) |
Blight | + 18%( 70%) |
Acid | + 33%( 70%) |
Fire | + 27%( 70%) |
All | + 7%( 70%) |
Defense: Immunities
Stun Resistance | 0% |
Instadeath Resistance | 100% |
Confusion Resistance | 10% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 480 damage for 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (9 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 400% 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. |
Class Talents
Technique / Magical combat | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Daikara. Escort: temporal explorer (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * 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 ice dragon that dwelled there. | 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 Possessed. | done |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed orc heart. * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * You've found the needed ritch stinger. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within8 lumberjacks have died. | done |
Equipment
On feet | Elena (18 def, 3 armour) Elena (18 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: defense ------ Armor +3 Defense +18 (+6 eff.) Fatigue +2% Resistance +3% fire Unlife -20.00 life Life +20.00 Confus Resist +10% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Evasion: (Instant) Puts all charms on 26 turn cooldown Effective talent level: 2.0 Power cost 26 out of 30/30. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 21% chance to evade melee and ranged attacks and 11 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Salata the Purehunt Salata the Purehunt2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Damage +6% nature Ignore resists +5% nature +15% light defense ------ Resistance +3% lightning Life +43.00 other ------- Light +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 | Galehunt (0 def, 3 armour) Galehunt (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Damage +6% lightning +9% cold Ignore resists +20% lightning +15% fire defense ------ Armor +3 Fatigue +3% Resistance +9% cold other ------- Stamina when Hit +1.60 EQ when Hit +1.50 A cap made of leather. |
On hands | Velara the hardened leather gloves (0 def, 7 armour) Velara the hardened leather gloves (0 def, 7 armour)1.0 Encumbrance T2 hands armor [Random Unique] Nature While equipped: offense ------ On-Hit 15 lightning 7 physical Damage +11% lightning +6% physical When Hit 4 acid defense ------ Armor +7 Resistance +13% lightning +9% cold +6% blight 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. |
Tool | soothing elm wand of shielding [power 122] (12/17 cooldown) soothing elm wand of shielding [power 122] (12/17 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Create a shield absorbing up to 122 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 turn cooldown 100% to heal for 40. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | wizard's copper ring of corrosion (+22%) wizard's copper ring of corrosion (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Nature While equipped: Stats +3 Mag offense ------ Damage +11% acid defense ------ Resistance +22% acid Spell save +6 (+3 eff.) Rings make your fingers look great! |
On fingers | Hurodutir Hurodutir0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +1 Cun +3 Wil offense ------ Damage +11% cold On-Hit (Melee): * 20% chance to reduce armor by 37% defense ------ Resistance +22% cold Crit Resistance 5.00% other ------- Infravision +1 Rings make your fingers look great! |
Around neck | gold amulet 'Duskvalor' gold amulet 'Duskvalor'0.1 Encumbrance T3 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Str +6 Dex +7 Wil offense ------ Mind Crit +4% Critical power +16.00% Spellpower +10 (+4 eff.) Damage +14% blight +9% fire +6% arcane Ignore resists +15% mind defense ------ Fatigue -7% Resistance +6% darkness Life Regen +3.00 Amulets make your neck look great! |
In main hand | magewarrior's short ash magestaff of might (111% power, 3 apr, lightning element) magewarrior's short ash magestaff of might (111% power, 3 apr, lightning element)5.0 Encumbrance T2 staff 1H weapon [Ego+] Arcane/Master Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Physical Crit +6.0% Spell Crit +11% Physical Power +6 (+3 eff.) Spellpower +12 (+4 eff.) Damage +15% lightning Accuracy +6 (+2 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Around waist | Porivena the hardened leather belt Porivena the hardened leather belt1.0 Encumbrance T3 belt armor [Rare] Psionic While equipped: Stats +2 Wil offense ------ Ignore resists +5% mind defense ------ Armor +6 Defense +10 (+3 eff.) Resistance +12% fire Spell save +9 (+4 eff.) Mind save +8 (+4 eff.) Life +89.00 A belt that goes around your waist. |
In off hand | Belulle the iron dagger (101% power, 5 apr) Belulle the iron dagger (101% power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Rare] Arcane Weapon Damage 101% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-crit, radius 2 +8 mind On Hit: * Create an explosion dealing 95 cold damage (1/turn) While equipped: Stats +7 Wil offense ------ Spell Crit +2% Spellpower/crit +4 Damage +9% arcane +10% cold Ignore resists +6% cold Sharp, short and deadly. |
Cloak | Shiverspawn (2 def, 0 armour) =5con= Shiverspawn (2 def, 0 armour) =5con=2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: Stats +2 Dex +5 Con offense ------ Physical Crit +2.0% Damage +6% mind Accuracy +20 (+6 eff.) defense ------ Defense +2 (+0 eff.) Resistance +6% acid +7% fire +6% lightning +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | focusing linen robe of life (0 def, 0 armour) focusing linen robe of life (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego+] Nature/Psionic While equipped: Stats +5 Mag +5 Wil defense ------ Resistance +6% blight +7% all Life +40.00 Life Regen +1.70 Healmod +13% other ------- Mana/turn +0.11 Psi/turn +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Prismatic Rune (6 turns; physical, light, arcane, mind, nature) Prismatic Rune (6 turns; physical, light, arcane, mind, nature)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: 4 physical, 4 light, 5 arcane, 4 mind, 5 nature Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper amulet 'Voidvice' copper amulet 'Voidvice'0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Mag +1 Con offense ------ Damage +3% cold defense ------ Resistance +11% fire +3% darkness +12% cold other ------- Light +3 Infravision +3 Amulets make your neck look great! |
grounding gold amulet of dexterity (+4) grounding gold amulet of dexterity (+4)0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Dex defense ------ Resistance +14% lightning Stun Resist +23% Amulets make your neck look great! |
insulating steel amulet of mastery (0.17 Technique / Magical combat) insulating steel amulet of mastery (0.17 Technique / Magical combat)0.1 Encumbrance T2 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +13% fire +10% cold other ------- Masteries +0.17 Technique/Magical combat Amulets make your neck look great! |
starlit copper amulet of mastery (0.10 Technique / Combat veteran) starlit copper amulet of mastery (0.10 Technique / Combat veteran)0.1 Encumbrance T1 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +10% light +11% darkness Blind Resist +21% other ------- Masteries +0.10 Technique/Combat veteran Amulets make your neck look great! |
starseer's copper amulet of constitution (+1) =3con= starseer's copper amulet of constitution (+1) =3con=0.1 Encumbrance T1 amulet jewelry [Ego+] Arcane/Nature While equipped: Stats +3 Con +1 Mag offense ------ Spell Crit +3% Spellpower +4 (+2 eff.) Damage +5% darkness +5% temporal +4% light +5% physical Amulets make your neck look great! |
wanderer's steel amulet of vision wanderer's steel amulet of vision0.1 Encumbrance T2 amulet jewelry [Ego++] Nature/Master While equipped: Stats +4 Dex +4 Cun +5 Con offense ------ Move Speed +10% defense ------ Fatigue -6% Life Regen +2.00 Blind Resist +12% other ------- Stamina/turn +0.50 Infravision +3 Sight +2 See Invisibility +6 Amulets make your neck look great! |
conjurer's steel ring of pilfering =5wil= conjurer's steel ring of pilfering =5wil=0.1 Encumbrance T2 ring jewelry [Ego++] Arcane/Master While equipped: Stats +4 Mag +5 Wil offense ------ Spellpower +6 (+2 eff.) Accuracy +8 (+2 eff.) Ignore Armor +7 defense ------ Defense +8 (+2 eff.) Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.0 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
marksman's gold ring marksman's gold ring0.1 Encumbrance T3 ring jewelry [Ego] Master While equipped: Stats +4 Dex offense ------ Accuracy +8 (+2 eff.) Rings make your fingers look great! |
Shantiz the Stormblade (111% power, 20 apr) Shantiz the Stormblade (111% power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Nature Weapon Damage 111% Range: 1.0x-1.3x Uses 100% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +10.0% Attack Speed 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex defense ------ Slow Projectiles +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Umbral Razor (129% power, 10 apr) Umbral Razor (129% power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 32 [Unique] Arcane Weapon Damage 129% Range: 1.0x-1.3x Uses 50% Dex, 15% Mag, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +9.0% Attack Speed 100% Damage Conversion 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag offense ------ Damage +5% darkness Ignore resists +10% darkness defense ------ Resistance +10% darkness Stealth +10 Invoke Darkness: Effective talent level: 3.0 Power cost 17 out of 20/20. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 121.46 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
elemental dwarven-steel dagger of crippling (120% power, 7 apr) elemental dwarven-steel dagger of crippling (120% power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego++] Arcane/Master Weapon Damage 121% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On Hit: * Create an explosion dealing 95 fire damage (1/turn) On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +6.0% Damage +10% fire Ignore resists +8% fire Sharp, short and deadly. |
elemental iron dagger of crippling (100% power, 5 apr) elemental iron dagger of crippling (100% power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Ego++] Arcane/Master Weapon Damage 100% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On Hit: * Create an explosion dealing 95 cold damage (1/turn) On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +5.0% Damage +6% cold Ignore resists +5% cold Sharp, short and deadly. |
Vorytha =8str= Vorytha =8str=4.0 Encumbrance T3 longbow 2H weapon Reqs Shoot [Random Unique] Disrupt/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 On Hit: * 10 arcane resource burn While equipped: Stats +8 Str +5 Dex offense ------ Physical Power +8 (+4 eff.) Ignore resists +12% physical defense ------ Resistance +14% acid +6% light +14% lightning +12% fire +17% cold +6% all Spell save +11 (+5 eff.) Longbows are used to shoot arrows at your foes. |
Goriran the Curebutcher Goriran the Curebutcher1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: defense ------ Defense +5 (+1 eff.) Resistance +6% lightning +5% temporal +2% physical Life +20.00 Healmod +5% A belt that goes around your waist. |
noble's rough leather belt =4wil= noble's rough leather belt =4wil=1.0 Encumbrance T1 belt armor [Ego+] Master While equipped: Stats +4 Cun +4 Wil offense ------ Against +17% Summoned defense ------ Resist Against +15% Summoned A belt that goes around your waist. |
rough leather belt 'Voruvena' rough leather belt 'Voruvena'1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Physical Crit +1.0% Critical power +5.00% Physical Power +3 (+2 eff.) Ignore resists +5% physical defense ------ Defense +30 (+10 eff.) Resistance +3% acid Spell save +6 (+3 eff.) other ------- Size +1 A belt that goes around your waist. |
Splendourwilder (1 def, 0 armour) Splendourwilder (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +2 Wil offense ------ Damage +6% acid When Hit 2 mind defense ------ Defense +1 (+0 eff.) Life +30.00 other ------- Hate-on-crit +2.00 Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cuthalathahir (0 def, 0 armour) =6con= Cuthalathahir (0 def, 0 armour) =6con=2.0 Encumbrance T2 cloth armor [Rare] Nature While equipped: Stats +3 Str +5 Dex +1 Cun +6 Con offense ------ Damage +14% fire defense ------ Resistance +21% fire +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe of alchemy (0 def, 0 armour) linen robe of alchemy (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego+] Arcane While equipped: offense ------ Damage +5% acid +5% physical +7% fire +7% cold defense ------ Resistance +11% acid +11% physical +11% fire +11% cold +7% all other ------- Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Zanotar the Skytickler (0 def, 4 armour) Zanotar the Skytickler (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Rare] Master While equipped: defense ------ Armor +4 Fatigue +3% Resistance +6% lightning +7% fire +8% cold Crit Resistance 15.00% Spell save +18 (+7 eff.) Mind save +12 (+6 eff.) Disease Resist +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Prismblight' (3 def, 4 armour) =7dex= pair of dwarven-steel boots 'Prismblight' (3 def, 4 armour) =7dex=3.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +7 Dex offense ------ Ignore resists +5% light defense ------ Armor +4 Defense +3 (+1 eff.) Fatigue +3% Resistance +9% darkness +4% physical Mind save +12 (+6 eff.) Life Regen +2.00 Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots 'Amesin' (30 def, 3 armour) pair of hardened leather boots 'Amesin' (30 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +1 Dex offense ------ Ignore resists +10% physical Accuracy +10 (+3 eff.) Ignore Armor +5 defense ------ Armor +3 Defense +30 (+10 eff.) Resistance +7% fire +8% cold A pair of boots made of leather. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
alchemist's hardened leather gloves of the nighthunter (0 def, 2 armour) alchemist's hardened leather gloves of the nighthunter (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego++] Arcane/Psionic While equipped: Stats +2 Mag +3 Wil +2 Cun offense ------ On-Hit 5 acid 4 fire 5 cold 4 lightning Accuracy +6 (+2 eff.) defense ------ Armor +2 Resistance +7% darkness other ------- Infravision +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 13 turn cooldown Effective talent level: 2.0 Power cost 13 out of 15/15. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 18 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Getoblek the Charglamour (0 def, 1 armour) =4str 2dex 3con= Getoblek the Charglamour (0 def, 1 armour) =4str 2dex 3con=2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +4 Str +2 Dex +3 Con offense ------ Ignore resists +5% acid When Hit 6 fire defense ------ Armor +1 Fatigue +1% Resistance +3% acid other ------- See Invisibility +6 A cap made of leather. |
Nydin the dwarven-steel helm (0 def, 4 armour) =5str 7con= Nydin the dwarven-steel helm (0 def, 4 armour) =5str 7con=3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +5 Str +7 Con offense ------ Physical Power +4 (+2 eff.) Damage +3% mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 22 defense ------ Armor +4 Fatigue +4% other ------- See Invisibility +9 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Bregenarihor' (0 def, 3 armour) =5con= iron helm 'Bregenarihor' (0 def, 3 armour) =5con=3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +4 Str +5 Con offense ------ Physical Power +3 (+2 eff.) Ignore resists +5% mind When Hit 4 mind defense ------ Armor +3 Fatigue +5% Crit Resistance 10.00% other ------- Infravision +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat 'Lelyzilalen' (1 def, 0 armour) linen wizard hat 'Lelyzilalen' (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +11% nature +6% mind defense ------ Defense +1 (+0 eff.) Resistance +16% nature Unlife -40.00 life Healmod +5% Cut Resist +20% other ------- EQ when Hit +0.04 A pointy cloth hat, very wizardly... |
enlightening steel mail armour (2 def, 6 armour) =5wil= enlightening steel mail armour (2 def, 6 armour) =5wil=14.0 Encumbrance T2 heavy armor [Ego+] Psionic While equipped: Stats +4 Cun +5 Wil defense ------ Armor +6 Defense +2 (+0 eff.) Fatigue +12% Mind save +11 (+6 eff.) A suit of armour made of mail. |
Behemoth Hide (4 def, 6 armour) Behemoth Hide (4 def, 6 armour)9.0 Encumbrance T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con defense ------ Armor +6 Defense +4 (+1 eff.) Ranged Defense +8 (+2 eff.) Fatigue +10% Life +45.00 Life Regen +2.00 Knockbk Resist +50% other ------- Encumbrance +20 Stamina/turn +1.00 Max stamina +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
marauder's cured leather armour (9 def, 4 armour) marauder's cured leather armour (9 def, 4 armour)9.0 Encumbrance T2 light armor [Ego+] Master While equipped: Stats +4 Str +4 Dex defense ------ Armor +4 Defense +9 (+3 eff.) Fatigue +7% Physical save +8 (+6 eff.) A suit of armour made of leather. |
agate agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
2 aquamarine 2 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal 5 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+4 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+4 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Belysera the dwarven-steel pickaxe (dig speed 14 turns) =4str= Belysera the dwarven-steel pickaxe (dig speed 14 turns) =4str=3.0 Encumbrance T3 digger tool [Rare] Psionic While equipped: Stats +4 Str +1 Mag offense ------ Damage +6% acid +11% fire +5% mind defense ------ Resistance +3% fire Crit Resistance 15.00% Mind save +8 (+4 eff.) other ------- See Invisibility +12 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 emerald 2 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 spinel 2 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
garnet garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2) Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
Transmogrification Chest Transmogrification Chest2.0 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. |
8 amethyst 8 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
ametrine ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Nara the Cornac Arcane Blade level 16
48th Haze 122nd year of Ascendancy at 04:04 see stats
By Nara the Cornac Arcane Blade level 22
7th Regrowth 123rd year of Ascendancy at 14:42 see stats
By Nara the Cornac Arcane Blade level 10
65th Dusk 122nd year of Ascendancy at 21:30 see stats
By Nara the Cornac Arcane Blade level 20
3rd Regrowth 123rd year of Ascendancy at 14:36 see stats
By Nara the Cornac Arcane Blade level 10
75th Dusk 122nd year of Ascendancy at 20:50 see stats
By Nara the Cornac Arcane Blade level 15
30th Haze 122nd year of Ascendancy at 23:15 see stats
By Nara the Cornac Arcane Blade level 19
10th Decay 122nd year of Ascendancy at 00:53 see stats
By Nara the Cornac Arcane Blade level 19
10th Decay 122nd year of Ascendancy at 04:32 see stats
Log
Omikeli the halfling receives 15 healing from Indar the thalore.
Omikeli the halfling performs a melee critical strike against Nara!
Melee retaliation hits Iceblock for 4 acid damage.
Omikeli the halfling hits Nara for (38 to ice), 57 physical (57 total damage).
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Nara forces the iceblock to shatter.
Nara is free from the ice.
Melee retaliation hits Iceblock for 6 acid, 4 acid (10 total damage).
Nara hits Iceblock for 19 physical, 27 lightning, 10 physical, 23 fire, 6 physical, 7 physical, 14 fire (103 total damage).
3-headed hydra is encased in ice!
Rimebark's ice area effect hits 3-headed hydra for 95 cold damage.
Rimebark's ice area effect hits Indar the thalore for (61 antimagic), 31 cold (31 total damage).
Rimebark's ice area effect hits Fire drake for (38 to ice), 57 cold (57 total damage).
Rimebark's ice area effect hits Nara for 44 cold damage.
Rimebark's ice area effect hits Omikeli the halfling for (64 antimagic), 26 cold (26 total damage).
Fire drake's devouring flames area effect hits Iceblock for 18 fire, 18 fire, 18 fire, 18 fire, 18 fire (88 total damage).
Omikeli the halfling is not stunned anymore.
Rimebark misses Nara.
3-headed hydra breathes acid!
Nara seems more focused.
Talent Infusion: Movement is ready to use.
Talent Rune: Manasurge is ready to use.
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Nara uses Infusion: Movement.
Nara is moving at extreme speed!
Omikeli the halfling spits acid!
Omikeli the halfling hits Nara for 120 acid damage.
Nara the level 22 cornac arcane blade was corroded to death by Omikeli the halfling on level 1 of Ambush!.