












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | 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:
Items Vault 1.7.0Donators/Buyers bonus! 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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 | Shalore |
| Class | Archer |
| Level / Exp | 30 / 24% |
| Size | medium |
| Lifes / Deaths | Killed by Xedarin the skeleton mage at level 10 on the 3rd Dusk 122nd year of Ascendancy at 10:23 0 / 8Killed by Xedarin the skeleton mage at level 10 on the 3rd Dusk 122nd year of Ascendancy at 13:02 Killed by Xedarin the skeleton mage at level 11 on the 4th Dusk 122nd year of Ascendancy at 11:32 Killed by Porona the armoured skeleton warrior at level 12 on the 6th Dusk 122nd year of Ascendancy at 04:20 Killed by Xerima the dreaming honey tree at level 18 on the 38th Dusk 122nd year of Ascendancy at 00:17 Killed by Layinne the lesser vampire at level 27 on the 60th Haze 122nd year of Ascendancy at 18:42 Killed by Adadhena the netherworm mass at level 30 on the 10th Decay 122nd year of Ascendancy at 07:07 Killed by Cyranne the snow giant boulder thrower at level 30 on the 25th Regrowth 123rd year of Ascendancy at 00:08 |
Primary Stats
| Strength | 29 (base 19) |
| Dexterity | 69 (base 60) |
| Constitution | 16 (base 10) |
| Magic | 13 (base 11) |
| Willpower | 17 (base 10) |
| Cunning | 58 (base 52) |
Resources
| Life | -113/690 |
| Stamina | 29/246 |
| Healing Factor | 1.1545771506544 |
| Regeneration | 0.28864428766361 |
Speed
| Mental | -4.4408920985006E-14% |
| Attack | 0% |
| Movement | -8.8817841970013E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 35.84903874937 |
| See Invisible | 43.84903874937 |
Offense: Mainhand
| Damage | 116 |
| Accuracy | 70 |
| Crit Chance | 59% |
| APR | 3 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 13 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +16% |
| Physical | +12% |
| Mind | +6% |
| All | 0% |
| Lightning | +14% |
| Light | +13% |
| Temporal | +21% |
| Fire | +9% |
| Nature | +6% |
Offense: Damage Penetration
| Light | +35% |
| Darkness | +40% |
| Fire | +35% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 61.511077022655 (89.749889547741%) |
| Defense | 61 |
| Ranged Defense | 61 |
| Fatigue | 24 |
| Physical Save | 36 |
| Spell Save | 38 |
| Mental Save | 49 |
Defense: Resistances
| Acid | + 21%( 70%) |
| Blight | + 28%( 70%) |
| Physical | + 16%( 70%) |
| Cold | + 16%( 70%) |
| All | + 10%( 70%) |
| Darkness | + 33%( 70%) |
| Light | + 62%( 70%) |
| Temporal | + 32%( 70%) |
| Lightning | + 70%( 70%) |
| Fire | + 17%( 70%) |
| Nature | + 24%( 70%) |
Defense: Immunities
| Disarm Resistance | 20% |
| Silence Resistance | 23% |
| Confusion Resistance | 45% |
| Knockback Resistance | 23% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 38% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 221 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 92 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 Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 647% 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 Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 167.60 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 2/5 |
| Technique / Agility | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 3/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 3/5 |
| 4/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Technique / Mobility | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You 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 have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Scintillating Caves. Escort: lone alchemist (level 3 of Scintillating Caves)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Strength 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 have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed chunk of ghoul flesh. * You've found the needed xorn fragment. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed ice wyrm tooth. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed wretchling eyeball. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You 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 within5 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | undeterred pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego+] Arcane While equipped: ----- def ----- Armour +3 Fatigue +2% Silence- +23% Confus- +20% Stun/Frz- +22% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | barbed pouch of dwarven-steel shots of daylight (11/17, 42-50 power, 3 apr)3.0 T3 shot ammo [Ego+] Arcane/Master Power 42.0 - 50.4 Physical Uses 50% Cun, 70% Dex Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Apr +3 Crit +12.0% Capacity 17 Ranged+ +8 light Against +6% Undead On Crit: * Wound the target dealing 204 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
| Light source | Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc 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.(64 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | hardened leather cap 'Ulfesin' (20 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +2 Str dps ---------- Phys.crit +7.0% Crit.mult +15.00% Phys.pwr +20 (+6 eff.) ----- def ----- Armour +3 Defense +20 (+5 eff.) Fatigue +3% Die.at -40.00 life Skullcracker: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 137.2 Physical damage. If the attack hits, the target is confused (42% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
| On hands | heroic hardened leather gloves of dexterity (+3) (0 def, 5 armour)1.0 T2 hands armor [Ego+] Master While equipped: Stats +3 Dex dps ---------- Acc +12 (+3 eff.) ----- def ----- Armour +5 Mind.save +5 (+2 eff.) Max.HP +48.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | overpowered ash totem of healing [power 266] (14/19 cooldown)2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 266 Puts all charms on 19 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | gold quartz ring0.1 T3 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Con dps ---------- Dmg.mod +14% lightning +21% temporal +6% nature Melee Ret 4 nature ----- def ----- Resists +28% lightning Spell.save +15 (+5 eff.) Mind.save +11 (+4 eff.) Confus- +25% Stun/Frz- +30% ---------- misc Max.stam +22.00 Rings make your fingers look great! |
| On fingers | gold quartz ring0.1 T3 ring jewelry [Random Unique] Master While equipped: Stats +5 Str dps ---------- Melee Ret 2 mind ----- def ----- Armour +10 Fatigue -6% Resists +6% blight +15% temporal Phys.save +10 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +11 (+4 eff.) Stun/Frz- +30% ---------- misc Max.enc +29 Rings make your fingers look great! |
| Around neck | Voriba the steel amulet0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +3 Cun dps ---------- Crit.mult +5.00% ----- def ----- Resists +9% lightning +14% light +14% darkness Die.at -20.00 life Blind- +38% ---------- misc Infravis +4 Sight +2 See.Invis +8 Amulets make your neck look great! |
| In main hand | steady reinforced leather sling of acid4.0 T4 sling 1H weapon [Ego] Arcane/Master Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 Ranged+ +10 acid While equipped: dps ---------- Phys.crit +5.0% Dmg.mod +16% acid Acc +10 (+3 eff.) Slings are used to hurl stones or metal shots at your foes. |
| Around waist | Mayaba1.0 T1 belt armor [Rare] Master While equipped: Stats +3 Con dps ---------- Phys.crit +6.0% Crit.mult +6.00% Phys.pwr +8 (+2 eff.) Dmg.mod +12% physical Acc +5 (+1 eff.) ----- def ----- Phys.save +3 (+1 eff.) A belt that goes around your waist. |
| In off hand | Umbradash the stralite shield (0 def, 8 armour, 50-61 power, 139.5 block)7.0 T4 shield armor Reqs Shield usage training [Random Unique] Nature/Master When used to Attack: Power 50.5 - 60.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +140 Melee+ +18 nature +4 darkness On Hit.r1 +12 darkness On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +6 (+2 eff.) Dmg.mod +9% fire Res.pen +15% darkness +10% fire ----- def ----- Armour +8 Fatigue +8% Resists +25% lightning +3% fire +15% nature +14% blight Max.HP +45.00 ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Lisada the cashmere cloak (10 def, 5 armour)2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +4 Wil dps ---------- Crit.mult +10.00% Dmg.mod +6% mind Acc +17 (+4 eff.) ----- def ----- Armour +5 Defense +10 (+2 eff.) Fatigue -5% Resists +9% temporal Phys.save +24 (+9 eff.) Spell.save +19 (+7 eff.) Mind.save +25 (+9 eff.) Die.at -50.00 life Max.HP +71.00 ---------- misc Max.stam +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | steel plate armour 'Noonwilder' (6 def, 13 armour)17.0 T2 massive armor Reqs Massive armour training [Random Unique] Arcane/Nature/Psionic While equipped: Stats +2 Cun dps ---------- Dmg.mod +3% light Res.pen +10% light ----- def ----- Armour +13 Defense +6 (+1 eff.) Fatigue +22% Resists +12% acid +7% physical +14% light +11% darkness +5% fire +5% lightning +7% cold Mind.save +11 (+4 eff.) Disarm- +20% Stun/Frz- +22% Knockbk- +23% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
Inventory
healing infusion of the duelist (heal 179; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 179 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the duelist (heal 350; 15 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 350 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+6 eff.) Spell.save +15 (+5 eff.) Mind.save -7 (-2 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Boltgrinder0.1 T2 ring jewelry [Rare] Master While equipped: Stats +4 Cun +7 Dex dps ---------- Res.pen +15% lightning Acc +8 (+2 eff.) Melee Ret 6 lightning On Hit (Melee): * 20% chance to reduce damage dealt by 16% ----- def ----- Resists +3% lightning +9% darkness Mind.save +9 (+3 eff.) Rings make your fingers look great! |
Cyrunor =4 mag=0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +2 Wil +4 Mag dps ---------- Dmg.mod +11% mind +9% blight Res.pen +5% blight ----- def ----- Resists +11% mind +9% blight Rings make your fingers look great! |
Polorevena0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Mag +5 Cun +4 Con dps ---------- Spell.pwr +15 (+11 eff.) Res.pen +5% physical Acc +17 (+4 eff.) Apr +15 ----- def ----- Defense +11 (+3 eff.) Crit.dmg- 5.00% Spell.save +12 (+4 eff.) Disarm- +20% ---------- misc Max.stam +49.00 Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 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 97% 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! |
copper ring 'Prismlord'0.1 T1 ring jewelry [Rare] Master While equipped: Stats +1 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- HP.reg +1.00 Stun/Frz- +22% ---------- misc Psi/ret +0.12 Light +1 Rings make your fingers look great! |
gold quartz ring0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +6 Str +6 Con dps ---------- Phys.pwr +8 (+2 eff.) ----- def ----- Stun/Frz- +30% Rings make your fingers look great! |
gold ring 'Gunugochak' =8 mag=0.1 T3 ring jewelry [Random Unique] Arcane While equipped: Stats +8 Mag +5 Wil +4 Cun dps ---------- Spell.pwr +16 (+11 eff.) Dmg.mod +13% light Res.pen +25% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 19 ----- def ----- Resists +26% light Rings make your fingers look great! |
marksman's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) Rings make your fingers look great! |
marksman's steel ring of darkness (+20%)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +10% darkness Acc +6 (+2 eff.) ----- def ----- Resists +20% darkness Rings make your fingers look great! |
steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
steel ring 'Nimbusfurnace'0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +2 Str dps ---------- Phys.pwr +20 (+6 eff.) Dmg.mod +12% nature +3% lightning ----- def ----- Armour +4 Resists +24% nature +12% lightning ---------- misc Max.stam +30.00 Rings make your fingers look great! |
titan's steel ring of fire (+24%)0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +12% fire ----- def ----- Resists +24% fire Phys.save +4 (+2 eff.) Rings make your fingers look great! |
cured leather sling 'Adudhema'4.0 T2 sling 1H weapon [Rare] Master Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +12 acid On Hit.r1 +12 acid On Crit.r2 +16 acid On Hit: * 10% chance to reduce armor by 17% While equipped: Stats +4 Cun dps ---------- Dmg.mod +6% acid Res.pen +10% acid +6% physical Slings are used to hurl stones or metal shots at your foes. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
hardened leather belt 'Umbraclash'1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% darkness +13% physical Res.pen +13% physical Melee Ret 4 darkness 8 cold On Hit (Melee): * 20% chance to slow global speed by 44% ----- def ----- Resists +6% darkness +3% nature A belt that goes around your waist. |
rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
spiritwalker's rough leather belt of valiance =4 mag=1.0 T1 belt armor [Ego++] Arcane/Psionic While equipped: Stats +2 Wil +4 Mag ----- def ----- Mind.save +6 (+2 eff.) Max.HP +45.00 ---------- misc Mana/turn +0.14 Max.mana +21.00 A belt that goes around your waist. |
Scaldidol (27 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% fire ----- def ----- Defense +27 (+7 eff.) Max.HP +135.00 Disarm- +10% Teleport- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled cashmere cloak of sorcery (2 def, 0 armour) =5 mah=2.0 T3 cloak armor [Ego++] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.crit +4% ----- def ----- Defense +2 (+0 eff.) Spell.save +5 (+2 eff.) ---------- misc Max.mana +55.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Torchbreak (6 def, 9 armour)2.0 T3 feet armor [Random Unique] Master While equipped: Stats +3 Str +3 Con dps ---------- Dmg.mod +6% physical +3% arcane +12% fire Melee Ret 2 arcane ----- def ----- Armour +9 Defense +6 (+1 eff.) Resists +6% fire ---------- misc Infravis +1 Size +1 Evasion: (Instant) Puts all charms on 26 cooldown Level 3.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 31% chance to evade melee and ranged attacks and 28 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
umbral rough leather gloves of spellstriking (0 def, 1 armour) =4 mag=1.0 T1 hands armor [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.pwr +5 (+5 eff.) Melee+ 5 arcane 5 darkness Dmg.mod +4% arcane +3% darkness ----- def ----- Armour +1 Resists +3% arcane +6% darkness 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. |
Silubeth the dwarven-steel helm (0 def, 8 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Str +3 Con dps ---------- Phys.crit +2.0% Crit.mult +20.00% ----- def ----- Armour +8 Fatigue +4% Resists +6% nature +3% physical Spell.save +5 (+2 eff.) Max.HP +68.00 Heal.mod +12% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Lavaquill' (0 def, 4 armour) =11 con=3.0 T3 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +4 Str +3 Dex +4 Cun +11 Con dps ---------- Phys.pwr +4 (+1 eff.) Dmg.mod +3% fire Res.pen +5% fire Melee Ret 6 temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Fatigue +4% Def/telep +10 Res/telep +10% Dur/telep +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
marauder's rough leather armour of the hero (6 def, 2 armour)9.0 T1 light armor [Ego++] Arcane/Nature/Master While equipped: Stats +8 Str +8 Dex +4 Mag +4 Wil +3 Cun ----- def ----- Armour +2 Defense +6 (+1 eff.) Fatigue +6% Phys.save +6 (+3 eff.) Max.HP +30.00 A suit of armour made of leather. |
6 agate0.0 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. |
433 alchemist agate0.0 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. |
2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal0.0 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. |
6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 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. |
Ebonywill (dig speed 28 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Dex dps ---------- Phys.pwr +3 (+1 eff.) Mov.spd +10% Dmg.mod +18% darkness Res.pen +10% fire ----- def ----- Resists +6% cold While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 68 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 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. |
ethereal brass lantern =3 mag=1.0 T1 lite [Ego+] Arcane While equipped: Stats +3 Mag dps ---------- Spell.pwr +5 (+5 eff.) ---------- misc 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. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (2/2)2.0 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 Chest2.0 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. |
pouch of steel shots 'Arcwaker' (24/24, 20-24 power, 2 apr)3.0 T2 shot ammo [Rare] Psionic Power 20.0 - 24.0 Physical Uses 70% Dex, 50% Cun Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 24 Ranged+ +20 lightning +11 physical +20 light On Hit.r1 +8 lightning On Crit.r2 +20 lightning +20 light On Hit: * 20% chance to knock the target back 3 spaces and deal 104 physical damage Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of dwarven-steel shots of accuracy (23/23, 34-41 power, 3 apr)3.0 T3 shot ammo [Ego+] Master/Psionic Power 34.0 - 40.8 Physical Uses 50% Cun, 70% Dex Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Acc +5 Apr +3 Crit +5.0% Capacity 23 Ranged+ +6 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 104 physical damage Shots are used with slings to pummel your foes to death. |
thought-forged pouch of stralite shots of crippling (21/21, 44-53 power, 5 apr)3.0 T4 shot ammo [Ego+] Master/Psionic Power 44.0 - 52.8 Physical Uses 50% Cun, 70% Dex Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Apr +5 Crit +14.5% Capacity 21 Rld cld 6 Ranged+ +11 mind On Hit: * 10% chance to reduce all saves and defense by 19 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+7 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
Darkvile [power 275] (14/13 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: Stats +3 Str +4 Dex +4 Wil +2 Con dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +6% mind ----- def ----- Resists +6% darkness ---------- misc Equi/ret +0.24 See.Invis +6 Blast the opponent's mind dealing 292 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to increase all damage by 18% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
ash totem of healing 'Brenoromista' [power 188] (14/13 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: dps ---------- Spell.crit +1% Mind.crit +1% Phasing +20% ----- def ----- Spell.save +6 (+2 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% Heal yourself and all friendly characters within 10 spaces for 188 Puts all charms on 13 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to increase the duration of 1 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
5 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Cracklespar [power 290] (14/13 cooldown)2.0 T3 wand charm [Random Unique] Arcane While equipped: Stats +1 Dex +3 Con dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +6% physical Res.pen +10% lightning Create a radius 3 storm for 5 turns. Each turn, creatures within take 66 lightning damage and will be dazed for 1 turn (330 total damage) Puts all charms on 13 cooldown 100% to increase all damage penetration by 19% for 2 turns. 100% to reduce fatigue by 23% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Daimorak [power 122] (14/17 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) ---------- misc Max.stam +30.00 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 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. |
9 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By balingbatu the Shalore Archer level 10
2nd Flare 122nd year of Ascendancy at 03:11 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun.By balingbatu the Shalore Archer level 29
64th Haze 122nd year of Ascendancy at 03:18 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By balingbatu the Shalore Archer level 23
1st Haze 122nd year of Ascendancy at 13:50 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By balingbatu the Shalore Archer level 10
2nd Flare 122nd year of Ascendancy at 03:10 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By balingbatu the Shalore Archer level 20
51st Dusk 122nd year of Ascendancy at 22:11 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By balingbatu the Shalore Archer level 30
8th Decay 122nd year of Ascendancy at 21:52 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By balingbatu the Shalore Archer level 29
7th Decay 122nd year of Ascendancy at 13:31 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By balingbatu the Shalore Archer level 26
45th Haze 122nd year of Ascendancy at 05:29 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By balingbatu the Shalore Archer level 9
6th Mirth 122nd year of Ascendancy at 10:25 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By balingbatu the Shalore Archer level 10
10th Flare 122nd year of Ascendancy at 22:53 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By balingbatu the Shalore Archer level 21
57th Dusk 122nd year of Ascendancy at 21:34 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By balingbatu the Shalore Archer level 15
21st Dusk 122nd year of Ascendancy at 02:52 see stats
Unstoppable (Insane (Adventure) difficulty)
Returned from the dead.By balingbatu the Shalore Archer level 30
10th Decay 122nd year of Ascendancy at 07:08 see stats
Log
Balingbatu shoots!
Balingbatu's Shoot hits Cyranne the snow giant boulder thrower for (20 flat reduction), 20 physical, (10 flat reduction), 0 acid, (6 flat reduction), 0 light (20 total damage).
Balingbatu uses Headshot.
Cyranne the snow giant boulder thrower stops bleeding.
Cyranne the snow giant boulder thrower recovers sight.
Cyranne the snow giant boulder thrower uses Throw Boulder.
Cyranne the snow giant boulder thrower hurls a huge boulder at balingbatu!
Balingbatu is knocked back!
Balingbatu's Headshot performs a ranged critical strike against Cyranne the snow giant boulder thrower!
Cyranne the snow giant boulder thrower uses Block.
Cyranne the snow giant boulder thrower hits balingbatu for 170 physical damage.
Balingbatu's Headshot hits Cyranne the snow giant boulder thrower for (100 blocked), 0 physical, (9 blocked), 0 acid, (5 blocked), 0 light (0 total damage).
Deep Wound from Balingbatu hits Cyranne the snow giant boulder thrower for (20 flat reduction), 5 physical (5 total damage).
Balingbatu's deep wound closes.
Balingbatu uses Headshot.
Balingbatu shoots!
Balingbatu's Shoot hits Cyranne the snow giant boulder thrower for (39 blocked), 0 physical, (9 blocked), 0 acid, (5 blocked), 0 light (0 total damage).
Deep Wound from Balingbatu hits Cyranne the snow giant boulder thrower for (43 blocked), 0 physical (0 total damage).
Cyranne the snow giant boulder thrower uses Swift Shot.
Balingbatu shoots!
Cyranne the snow giant boulder thrower uses Kneecapper.
Balingbatu is pinned to the ground.
Cyranne the snow giant boulder thrower's Swift Shot performs a ranged critical strike against balingbatu!
Cyranne the snow giant boulder thrower's Kneecapper hits balingbatu for (70 deflected), 168 physical, 5 fire (173 total damage).
Cyranne the snow giant boulder thrower's Swift Shot hits balingbatu for (70 deflected), 262 physical (262 total damage).
balingbatu the level 30 shalore archer was torn limb from limb to death by Cyranne the snow giant boulder thrower on level 2 of Tempest Peak.






































































































