Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
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. 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: 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. 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. 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 | Insane Adventure |
Sex | Male |
Race | Ogre |
Class | Marauder |
Level / Exp | 16 / 1% |
Size | big |
Lifes / Deaths | Killed by Silirima the white jelly at level 15 on the 46th Haze 122nd year of Ascendancy at 11:37 4 / 2Killed by EDWARD SCISSOR HANDS at level 16 on the 46th Haze 122nd year of Ascendancy at 11:47 |
Primary Stats
Strength | 46 (base 33) |
Dexterity | 41 (base 40) |
Constitution | 14 (base 10) |
Magic | 12 (base 10) |
Willpower | 11 (base 10) |
Cunning | 21 (base 11) |
Resources
Life | 493/512 |
Stamina | 196/208 |
Healing Factor | 1.1472895330003 |
Regeneration | 0.28682238325007 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 25.223953584336 |
See Invisible | 25.223953584336 |
Offense: Mainhand
Damage | 36 |
Accuracy | 43 |
Crit Chance | 11% |
APR | 4 |
Speed | 1.00 |
Offense: Offhand
Damage | 37 |
Accuracy | 43 |
Crit Chance | 11% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 15 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 16 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +19% |
Fire | +3% |
Nature | +3% |
Darkness | +9% |
Physical | +13% |
Mind | +6% |
All | 0% |
Offense: Damage Penetration
Darkness | +15% |
Defense: Base
Armour (hardiness) | 38 (38.594633868923%) |
Defense | 47 |
Ranged Defense | 47 |
Fatigue | 0 |
Physical Save | 25 |
Spell Save | 13 |
Mental Save | 23 |
Defense: Resistances
Acid | + 12%( 70%) |
Blight | + 9%( 70%) |
Arcane | + 15%( 70%) |
Cold | + 9%( 70%) |
All | 0%( 70%) |
Lightning | + 18%( 70%) |
Physical | + 1%( 70%) |
Darkness | + 9%( 70%) |
Mind | + 3%( 70%) |
Nature | + 3%( 70%) |
Defense: Immunities
Stun Resistance | 42% |
Bleed Resistance | 10% |
Confusion Resistance | 32% |
Instadeath Resistance | 100% |
Silence Resistance | 22% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 191 damage for 3 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 82 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 438% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
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 181 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
Technique / Duelist | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Dual techniques | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.00 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Thuggery | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 2/5 |
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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You must explore the renegade Shaloren camp. | active |
You successfully escorted the lost defiler to the recall portal on level 3 of Scintillating Caves. Escort: lost defiler (level 3 of Scintillating Caves)As a reward you improved Cunning 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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 AlchemistsMarus of Elvala has completed an elixir of the savior without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed electric eel tail. | 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 within3 lumberjacks have died. | done |
Equipment
On feet | Cindersever (0 def, 1 armour) Cindersever (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Dex offense ------ Physical Crit +2.0% Damage +9% physical +3% fire defense ------ Armor +1 Resistance +1% physical other ------- Stamina/turn +0.40 Max stamina +41.00 A pair of boots made of leather. |
Light source | survivor's brass lantern of health survivor's brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Physical save +6 (+3 eff.) Life +45.00 Healmod +11% other ------- Light +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 | Strikebile (16 def, 0 armour) Strikebile (16 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +3 Cun offense ------ Damage +19% lightning +6% mind defense ------ Defense +16 (+6 eff.) Resistance +15% lightning +5% arcane Life +20.00 A pointy cloth hat, very wizardly... |
On hands | iron gauntlets 'Duvukalthodin' (0 def, 9 armour) iron gauntlets 'Duvukalthodin' (0 def, 9 armour)1.5 Encumbrance T1 hands armor [Rare] Nature While equipped: offense ------ On-Hit 6 physical Damage +4% physical defense ------ Armor +9 Fatigue +1% Resistance +3% blight Unlife -40.00 life Cut Resist +10% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% 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. |
Tool | Aerubrewen the Poxhacker (dig speed 38 turns) Aerubrewen the Poxhacker (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str offense ------ Damage +3% nature defense ------ Armor +8 Defense +10 (+4 eff.) Fatigue -5% Resistance +5% arcane Mind save +3 (+1 eff.) Disease Resist +20% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | copper ring of arcana (+0.11/turn) copper ring of arcana (+0.11/turn)0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: defense ------ Silence Resist +22% other ------- Mana/turn +0.11 Rings make your fingers look great! |
On fingers | Barorath Barorath0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats +4 Str +3 Wil offense ------ On-Hit (Melee): * 10 arcane resource burn defense ------ Resistance +12% acid +9% cold +3% lightning Mind save +6 (+3 eff.) Rings make your fingers look great! |
Around neck | copper amulet 'Coaltooth' copper amulet 'Coaltooth'0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Str offense ------ Damage +6% darkness Ignore resists +15% darkness defense ------ Resistance +3% blight +5% arcane +3% mind Amulets make your neck look great! |
In main hand | dwarven-steel longsword of massacre (28-39 power, 4 apr) dwarven-steel longsword of massacre (28-39 power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon [Ego] Master Weapon Damage 28.0 - 39.2 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% Sharp, long, and deadly. |
Around waist | Scorpionstinger the rough leather belt Scorpionstinger the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: offense ------ Spellpower +3 (+3 eff.) defense ------ Armor +12 Resistance +3% nature Physical save +3 (+1 eff.) Mind save +6 (+3 eff.) other ------- Max stamina +20.00 A belt that goes around your waist. |
In off hand | Silulle the Rainshaper (16-21 power, 5 apr) Silulle the Rainshaper (16-21 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Rare] Master Weapon Damage 16.5 - 21.4 Physical Uses 50% Dex, 50% Str Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +8 nature On-Hit, radius 1 +4 nature On-crit, radius 2 +12 nature While equipped: offense ------ Physical Crit +2.0% Critical power +5.00% defense ------ Armor +2 Sharp, short and deadly. |
Cloak | Betuda the Gloomravager (1 def, 0 armour) Betuda the Gloomravager (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Damage +3% darkness defense ------ Defense +1 (+1 eff.) Resistance +3% blight +9% darkness Unlife -60.00 life Life +33.00 Stun Resist +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Skin of Many (12 def, 6 armour) Skin of Many (12 def, 6 armour)9.0 Encumbrance T2 light armor [Unique] Master While equipped: Stats +4 Con defense ------ Armor +6 Defense +12 (+4 eff.) Fatigue +7% Life +40.00 other ------- Infravision +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
Inventory
healing infusion of the psychic (heal 66; cd 15) healing infusion of the psychic (heal 66; cd 15)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 66 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
healing infusion of the warrior (heal 151; cd 10) healing infusion of the warrior (heal 151; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 151 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the psychic (speed 438%; cd 17) movement infusion of the psychic (speed 438%; cd 17)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 438% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the wizard (speed 509%; cd 18) movement infusion of the wizard (speed 509%; cd 18)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 509% 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 Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
shatter afflictions rune of the titan (absorb 41; cd 14) shatter afflictions rune of the titan (absorb 41; cd 14)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 instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 41 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
clarifying copper amulet of magic (+3) clarifying copper amulet of magic (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +3 Mag defense ------ Resistance +11% mind Confus Resist +24% Amulets make your neck look great! |
copper amulet 'Lisada' copper amulet 'Lisada'0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Mag +3 Cun +4 Con offense ------ On-Hit (Melee): * 10 arcane resource burn defense ------ Resistance +3% darkness Amulets make your neck look great! |
restful copper amulet restful copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Master While equipped: defense ------ Fatigue -4% Life Regen +1.00 Amulets make your neck look great! |
savior's copper ring of lightning (+20%) savior's copper ring of lightning (+20%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: offense ------ Damage +10% lightning defense ------ Resistance +20% lightning Physical save +6 (+3 eff.) Spell save +6 (+6 eff.) Mind save +6 (+3 eff.) Rings make your fingers look great! |
ash vilestaff of fate (15-18 power, 3 apr, darkness element) ash vilestaff of fate (15-18 power, 3 apr, darkness element)5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +6% Spellpower +6 (+5 eff.) Damage +15% darkness defense ------ Physical save +5 (+2 eff.) Spell save +6 (+6 eff.) Mind save +7 (+3 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short ash starstaff (15-18 power, 3 apr, physical element) magewarrior's short ash starstaff (15-18 power, 3 apr, physical element)5.0 Encumbrance T2 staff 1H weapon Reqs Mag 16 [Ego+] Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag 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 +5.0% Spell Crit +4% Physical Power +7 (+3 eff.) Spellpower +13 (+9 eff.) Damage +15% physical Accuracy +6 (+2 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
hateful stralite greatsword of massacre (56-89 power, 3 apr) hateful stralite greatsword of massacre (56-89 power, 3 apr)3.0 Encumbrance T4 greatsword 2H weapon [Ego] Master/Psionic Weapon Damage 55.5 - 88.8 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% On-hit +12 darkness Damage Against +7% Living Massive two-handed swords. |
Uleran the iron dagger (10-13 power, 5 apr) Uleran the iron dagger (10-13 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Rare] Master Weapon Damage 10.0 - 13.0 Physical Uses 50% Dex, 50% Str Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-crit, radius 2 +4 physical On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3 Str +3 Dex offense ------ Physical Crit +6.0% Physical Power +10 (+5 eff.) Damage +3% mind Sharp, short and deadly. |
balanced iron dagger of massacre (15-20 power, 5 apr) balanced iron dagger of massacre (15-20 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Ego] Master Weapon Damage 15.0 - 19.5 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% While equipped: offense ------ Accuracy +6 (+2 eff.) defense ------ Defense +5 (+2 eff.) Disarm Resist +20% Sharp, short and deadly. |
iron dagger (10-12 power, 5 apr) iron dagger (10-12 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Normal] Weapon Damage 9.5 - 12.3 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% Sharp, short and deadly. |
iron dagger (10-13 power, 5 apr) iron dagger (10-13 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Normal] Weapon Damage 10.0 - 13.0 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% Sharp, short and deadly. |
iron dagger of vileness (10-14 power, 5 apr) iron dagger of vileness (10-14 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Ego] Arcane Weapon Damage 10.5 - 13.7 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +5 blight On Hit: * 5% chance to reduce strength, dexterity, and constitution by 9 Sharp, short and deadly. |
thought-forged iron dagger (10-13 power, 5 apr) thought-forged iron dagger (10-13 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Ego] Psionic Weapon Damage 10.0 - 13.0 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +5 mind On Hit: * 12% chance to reduce all saves and defense by 11 While equipped: Stats +1 Cun +2 Wil Sharp, short and deadly. |
steel dagger of massacre (18-23 power, 6 apr) steel dagger of massacre (18-23 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego] Master Weapon Damage 17.5 - 22.8 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% Sharp, short and deadly. |
hardened leather sling 'Belatira' hardened leather sling 'Belatira'4.0 Encumbrance T3 sling 1H weapon Reqs Shoot [Rare] Nature Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 On-crit, radius 2 +11 acid +21 nature While equipped: Stats +4 Dex offense ------ Ignore resists +14% acid +8% nature Accuracy +15 (+5 eff.) Ignore Armor +8 defense ------ Resistance +6% acid Mind save +15 (+7 eff.) other ------- Reload +2 Slings are used to hurl stones or metal shots at your foes. |
Poruyarin (0 def, 0 armour) Poruyarin (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Psionic While equipped: Stats +2 Str +2 Dex offense ------ Critical power +10.00% Damage +11% mind Ignore resists +5% physical defense ------ Resistance +3% darkness +11% mind +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rough leather armour (3 def, 2 armour) rough leather armour (3 def, 2 armour)9.0 Encumbrance T1 light armor [Normal] While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
rough leather armour 'Voidbreeze' (3 def, 2 armour) rough leather armour 'Voidbreeze' (3 def, 2 armour)9.0 Encumbrance T1 light armor [Rare] Psionic While equipped: offense ------ Damage +15% acid Ignore resists +10% darkness defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Resistance +6% mind Mind save +11 (+5 eff.) A suit of armour made of leather. |
Tempestpunish (1 def, 0 armour) Tempestpunish (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +1 Dex offense ------ Damage +9% lightning defense ------ Defense +1 (+1 eff.) Resistance +3% temporal +3% cold Spell save +15 (+11 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Isomina' (1 def, 0 armour) linen cloak 'Isomina' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats +2 Wil offense ------ Damage +9% acid When Hit 2 acid defense ------ Defense +1 (+1 eff.) Resistance +12% acid Mind save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of protection (1 def, 0 armour) linen cloak of protection (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Arcane While equipped: defense ------ Defense +1 (+1 eff.) Spell save +5 (+5 eff.) Mind save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Gilamnir the pair of rough leather boots (0 def, 3 armour) Gilamnir the pair of rough leather boots (0 def, 3 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Ignore Armor +2 defense ------ Armor +3 Mind save +6 (+3 eff.) Disarm Resist +20% other ------- Infravision +1 A pair of boots made of leather. |
pair of rough leather boots 'Pitchward' (0 def, 1 armour) pair of rough leather boots 'Pitchward' (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Damage +12% mind When Hit 2 mind 2 darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 10% defense ------ Armor +1 Life Regen +2.00 Healmod +11% A pair of boots made of leather. |
Blindonslaught (5 def, 5 armour) Blindonslaught (5 def, 5 armour)3.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: offense ------ When Hit 8 darkness defense ------ Armor +5 Defense +5 (+2 eff.) Fatigue +2% Resistance +3% acid +3% temporal Silence Resist +21% Confus Resist +22% Pinning Resist +20% Stun Resist +22% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
polar rough leather gloves (0 def, 1 armour) polar rough leather gloves (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Nature While equipped: offense ------ On-Hit 5 cold Damage +4% cold defense ------ Armor +1 Resistance +5% cold 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. |
Baluhad the Tidewilder (1 def, 0 armour) Baluhad the Tidewilder (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +3 Cun offense ------ Damage +15% mind +9% fire Ignore resists +5% cold defense ------ Defense +1 (+1 eff.) Resistance +3% cold Mind save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
Barokalthorak (16 def, 0 armour) Barokalthorak (16 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +10% acid defense ------ Defense +16 (+6 eff.) Resistance +15% acid +1% physical +6% blight Spell save +3 (+3 eff.) Mind save +6 (+3 eff.) Healmod +5% A pointy cloth hat, very wizardly... |
Cyriralle the Nimbuswaker (1 def, 0 armour) Cyriralle the Nimbuswaker (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Physical Crit +1.0% Ignore resists +10% lightning defense ------ Defense +1 (+1 eff.) Resistance +6% cold +6% fire +1% physical Unlife -60.00 life other ------- Max stamina +30.00 A pointy cloth hat, very wizardly... |
iron helm (0 def, 3 armour) iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Normal] While equipped: defense ------ Armor +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Bleakpyre' (5 def, 3 armour) iron helm 'Bleakpyre' (5 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +6% darkness defense ------ Armor +3 Defense +5 (+2 eff.) Fatigue +5% Resistance +7% cold Crit Resistance 15.00% Unlife -60.00 life Cut Resist +20% other ------- Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
miner's iron helm (0 def, 4 armour) miner's iron helm (0 def, 4 armour)3.0 Encumbrance T1 head armor [Ego] Master While equipped: defense ------ Armor +4 Fatigue +5% other ------- Infravision +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
6 agate 6 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. |
5 spinel 5 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 ametrine 10 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. |
3 citrine 3 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. |
3 zircon 3 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. |
128 alchemist agate 128 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Glowbringer Glowbringer2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +3 Cun offense ------ Ignore resists +5% light other ------- Hate-on-crit +2.00 Max hate +4.00 Light +5 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. |
Summertide Phial Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(52 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +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. |
bright brass lantern bright brass lantern2.0 Encumbrance T1 lite [Ego] Master While equipped: other ------- Light +5 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. |
Planar Beacon Planar Beacon1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.0 Power cost 21 out of 25/25. Range 5 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 53.86 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 53.86 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Lightningbait the iron pickaxe (dig speed 40 turns) Lightningbait the iron pickaxe (dig speed 40 turns)3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +1 Str offense ------ Damage +6% nature Accuracy +5 (+2 eff.) defense ------ Resistance +3% lightning +11% nature +3% acid other ------- Stamina/turn +3.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Floestone' (dig speed 36 turns) iron pickaxe 'Floestone' (dig speed 36 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str +1 Dex +5 Con offense ------ Damage +3% cold defense ------ Fatigue -4% Resistance +6% cold While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 38 turns) iron pickaxe of endurance (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +3 Str defense ------ Fatigue -4% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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 166 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. |
iron torque of gale force [power 105] (13 cooldown) iron torque of gale force [power 105] (13 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 119 physical damage Puts all charms on 13 turn cooldown Torques are made by powerful psionics to store psionic powers. |
elm totem of stinging 'Gethel' [power 116] (13 cooldown) elm totem of stinging 'Gethel' [power 116] (13 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: Stats +2 Wil defense ------ Armor +2 Unlife -20.00 life Healmod +15% Sting an enemy dealing 119 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 turn cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Temafast the Duatheldream [power 260] (17 cooldown) Temafast the Duatheldream [power 260] (17 cooldown)2.0 Encumbrance T3 wand charm [Rare] Arcane While equipped: offense ------ Damage +6% fire defense ------ Armor +2 Resistance +12% acid +6% darkness Life Regen +4.00 Create a shield absorbing up to 260 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By EDWARD SCISSOR HANDS the Ogre Marauder level 9
26th Dusk 122nd year of Ascendancy at 15:36 see stats
By EDWARD SCISSOR HANDS the Ogre Marauder level 10
33rd Dusk 122nd year of Ascendancy at 18:01 see stats
By EDWARD SCISSOR HANDS the Ogre Marauder level 8
21st Dusk 122nd year of Ascendancy at 11:56 see stats
By EDWARD SCISSOR HANDS the Ogre Marauder level 11
39th Dusk 122nd year of Ascendancy at 04:26 see stats
By EDWARD SCISSOR HANDS the Ogre Marauder level 16
46th Haze 122nd year of Ascendancy at 11:47 see stats
Log
Silirima the white jelly spits acid!
Silirima the white jelly hits EDWARD SCISSOR HANDS for 95 acid damage.
EDWARD SCISSOR HANDS hits Silirima the white jelly for (19 parried), 9 physical, 2 physical, 0 arcane, 17 physical, 3 nature, 2 physical, 0 arcane, 1 nature (35 total damage).
Silirima the white jelly's corrosive acid area effect hits EDWARD SCISSOR HANDS for 23 acid damage.
EDWARD SCISSOR HANDS is not stunned anymore.
Talent Fan of Knives is ready to use.
Talent Dual Strike is ready to use.
Deadly Poison from Silirima the white jelly hits EDWARD SCISSOR HANDS for 31 nature damage.
Silirima the white jelly performs a melee critical strike against EDWARD SCISSOR HANDS!
Poison bursts out of EDWARD SCISSOR HANDS's corpse!
Silirima the white jelly hits EDWARD SCISSOR HANDS for (15 parried), 27 physical, 57 physical (85 total damage).
EDWARD SCISSOR HANDS the level 15 ogre marauder was shattered to death by Silirima the white jelly on level 1 of Sandworm lair.
You have 4 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Silirima the white jelly killed EDWARD SCISSOR HANDS!
Saving game...
Saving done.
Talent Dirty Fighting is ready to use.
Talent Flurry is ready to use.
Talent Lunge is ready to use.
Talent Trained Reactions is ready to use.
Talent Rune: Shatter Afflictions is ready to use.
Talent Rune: Shielding is ready to use.
EDWARD SCISSOR HANDS activates Trained Reactions.
Welcome to level 16 [EDWARD SCISSOR HANDS].
EDWARD SCISSOR HANDS has 3 stat point(s), 1 class talent point(s), 1 generic talent point(s) to spend. Press p to use them.
Personal New Achievement: Utterly Destroyed (Insane (Adventure) difficulty)!