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Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: 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. Clean UI 1.7.2Replaces default interface styles with cleaner versions to enhance readability. First release focuses primarily on replacing everything related to the default interface styles in the base game. Future releases will enhance individual styles and take care of minor tweaks. Content consists of only graphic assets to try and have the highest possible compatibility with future patches. 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.
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:
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. 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 Possessor Bonus Class 1.7.4Donators/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:
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: 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: |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Shalore |
Class | Skirmisher |
Level / Exp | 25 / 100% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 10 (base 12) |
Dexterity | 73 (base 54) |
Constitution | 10 (base 10) |
Magic | 32 (base 13) |
Willpower | 17 (base 11) |
Cunning | 51 (base 47) |
Resources
Life | 794/794 |
Stamina | 174/174 |
Healing Factor | 1.2300003099961 |
Regeneration | 31.204039197397 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +11% |
Spell | 0% |
Global | +95.238095238095% |
Vision
Sight | 10 |
Lite | 12 |
Infravision | 8 |
Offense: Mainhand
Damage | 83 |
Accuracy | 58 |
Crit Chance | 24% |
APR | 3 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 24 |
Crit Chance | 13% |
Speed | 1 |
Offense: Mind
Mindpower | 18 |
Crit Chance | 15% |
Speed | 1 |
Offense: Damage Bonus
Physical | +19% |
Acid | +20% |
Light | +9% |
Nature | +16% |
Blight | +18% |
Arcane | +3% |
Fire | +9% |
All | 0% |
Offense: Damage Penetration
Arcane | +35% |
Acid | +40% |
Light | +35% |
All | +25% |
Defense: Base
Armour (hardiness) | 22 (48.594633868923%) |
Defense | 71 |
Ranged Defense | 71 |
Fatigue | 0 |
Physical Save | 10 |
Spell Save | 17 |
Mental Save | 23 |
Defense: Resistances
Acid | + 21%( 70%) |
Blight | + 21%( 70%) |
Arcane | + 26%( 70%) |
Cold | + 37%( 70%) |
All | + 18%( 70%) |
Lightning | + 39%( 70%) |
Light | + 23%( 70%) |
Temporal | + 23%( 70%) |
Physical | + 34%( 70%) |
Fire | + 35%( 70%) |
Nature | + 41%( 70%) |
Defense: Immunities
Silence Resistance | 23% |
Bleed Resistance | 20% |
Confusion Resistance | 21% |
Disarm Resistance | 10% |
Stun Resistance | 42% |
Instadeath Resistance | 100% |
Blind Resistance | 10% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 187 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: 12 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 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 Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 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 17% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 511% 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. |
Class Talents
Cunning / Poisons | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 5/5 |
| 3/5 |
| 1/5 |
Cunning / Called Shots | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 4/5 |
| 3/5 |
| 0/5 |
Technique / Buckler Training | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 3/5 |
Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Pace Yourself |
talent | Trained Reactions |
talent | Apply Poison |
talent | Numbing Poison |
talent | Crippling Poison |
detrimental effect | The target's morale is weakened, reducing its attack power, mind power, and spellpower by 14. Intimidated |
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 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Dexterity by +5. | done |
You failed to protect the temporal explorer from death by snow giant boulder thrower. Escort: temporal explorer (level 1 of Daikara) | failed |
You successfully escorted the temporal explorer to the recall portal on level 3 of Scintillating Caves. Escort: temporal explorer (level 3 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You failed to protect the worried loremaster from death by Eilinakira the crimson crystal. Escort: worried loremaster (level 4 of Old Forest) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed bear paw. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed bloated horror heart. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed snow giant kidney. | 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 within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: offense ------ Damage +9% light +18% blight Ignore resists +10% arcane When Hit 4 light defense ------ Armor +3 Fatigue +2% Silence Resist +23% Confus Resist +21% 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. |
Quiver | ![]() 3.0 Encumbrance T3 shot ammo [Random Unique] Arcane/Master Weapon Damage 138% Range: 1.0x-1.2x Uses 70% Dex, 50% Cun Damage Physical Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Accuracy +13 Ignore Armor +3 Critical Rate +10.0% Capacity 16 Ignore Shields +30% On-ranged-hit +8 blight +8 temporal +12 arcane On Hit: * 7% chance to gain 10% of a turn (3/turn limit) On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +3 Dex offense ------ Physical Crit +2.0% On-Hit (Melee): * 10% chance to reduce armor by 24% defense ------ Resistance +3% acid +2% physical Life +43.00 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 | ![]() 2.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Mind Crit +2% Damage +19% physical defense ------ Armor +2 Defense +2 (+0 eff.) Resistance +17% physical other ------- Stamina/turn +1.00 Max hate +8.00 A pointy cloth hat, very wizardly... |
On hands | ![]() 1.0 Encumbrance T2 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Dex +5 Mag +3 Wil offense ------ Spellpower +5 (+3 eff.) On-Hit 7 arcane Damage +3% arcane +3% nature Ignore resists +5% acid Accuracy +13 (+3 eff.) defense ------ Armor +2 Resistance +5% arcane +9% nature Life Regen +2.00 other ------- Stamina/turn +0.90 Max stamina +19.00 Unarmed combat: Weapon Damage 117% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +7 Ignore Armor +3 Critical Rate +10.0% Attack Speed 100% On-hit +4 arcane On Hit: 10% Nightmare level 3 On Hit: 10% Manathrust level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 Encumbrance T2 wand charm [Random Unique] Arcane While equipped: defense ------ Resistance +6% light +3% blight Create a radius 3 storm for 5 turns. Each turn, creatures within take 37 lightning damage and will be dazed for 1 turn (188 total damage) Puts all charms on 15 turn cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. 100% to increase all damage by 13% for 2 turns. 100% to increase all damage penetration by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego++] Arcane/Master While equipped: Stats +3 Cun +3 Mag offense ------ Spellpower +6 (+3 eff.) Move Speed +11% Accuracy +6 (+1 eff.) defense ------ Defense +6 (+1 eff.) other ------- Light +4 Infravision +4 Blinding Speed: Puts all charms on 40 turn cooldown Effective talent level: 3.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 55 Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 29% for 5 turns. Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego+] Nature While equipped: defense ------ Life +40.00 Life Regen +6.00 Healmod +12% other ------- Light +4 Infravision +4 Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: Stats +6 Dex +4 Mag defense ------ Resistance +21% fire +12% cold Cut Resist +20% Stun Resist +20% Amulets make your neck look great! |
In main hand | ![]() 4.0 Encumbrance T2 sling 1H weapon [Random Unique] Arcane Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 On-ranged-hit +10 acid +7 fire On-Hit, radius 1 +8 light While equipped: offense ------ Damage +20% acid +9% fire Ignore resists +10% acid other ------- Light +1 Slings are used to hurl stones or metal shots at your foes. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Ignore resists +10% light defense ------ Resistance +9% lightning +5% arcane Life +100.00 Life Regen +1.00 Healmod +11% A belt that goes around your waist. |
In off hand | ![]() 7.0 Encumbrance T2 shield armor [Random Unique] Nature/Master When used to Attack: Weapon Damage 110% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +44 On-Hit, radius 1 +11 fire While equipped: offense ------ On-Hit 5 lightning 7 fire When Hit 2 lightning 1 fire defense ------ Armor +4 Fatigue +8% Resistance +17% lightning Mind save +3 (+1 eff.) Life +120.00 other ------- Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: defense ------ Armor +8 Defense +1 (+0 eff.) Resistance +6% temporal +11% cold Physical save +3 (+3 eff.) Life +80.00 Blind Resist +10% Disarm 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 | ![]() 2.0 Encumbrance T3 cloth armor [Rare] Nature While equipped: offense ------ Physical Power +10 (+5 eff.) Damage +13% nature Accuracy +10 (+2 eff.) On-Hit (Melee): * 10% chance to reduce armor by 24% defense ------ Defense +10 (+2 eff.) Resistance +19% nature +11% all Unlife -80.00 life other ------- Hate-on-crit +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. 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 |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 157 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning 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 |
![]() 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 149 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning 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 |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 106 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 |
![]() 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 116 then cleanse 1 wound, poison, and disease effect. 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 |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 559% 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 |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 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 19% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 17% for 3 turns. Also removes cross-tier effects of the affected types for free. 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 |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 13 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 155 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. 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 |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Str +1 Wil +6 Con offense ------ Damage +3% darkness Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Con defense ------ Resistance +5% physical +6% mind +12% temporal Mind save +9 (+4 eff.) Life Regen +4.00 Stun Resist +10% other ------- Stamina/turn +0.30 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +10% mind Confus Resist +21% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil defense ------ Resistance +12% lightning Stun Resist +22% Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +2 Con offense ------ Damage +15% light Ignore resists +10% light defense ------ Resistance +3% acid Physical save +34 (+22 eff.) Spell save +20 (+11 eff.) Mind save +25 (+12 eff.) Life +40.00 Life Regen +3.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Normal] Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +5 Dex +4 Mag +4 Cun +5 Con offense ------ Move Speed +10% defense ------ Fatigue -5% Life Regen +1.00 other ------- Stamina/turn +0.30 Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +5 Str offense ------ Ignore resists +10% acid defense ------ Resistance +3% light +14% temporal Crit Resistance 15.00% Spell save +3 (+3 eff.) Pinning Resist +32% Knockbk Resist +33% other ------- Infravision +2 See Invisibility +6 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +5 Str +2 Dex +3 Mag +5 Con offense ------ Physical Power +6 (+3 eff.) Damage +6% mind defense ------ Resistance +12% acid other ------- Max psi +10.00 Infravision +3 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats +2 Dex +2 Mag +3 Wil defense ------ Mind save +5 (+2 eff.) Disease Resist +10% Disarm Resist +20% Confus Resist +20% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +2 Mag offense ------ Spellpower +30 (+15 eff.) Damage +15% light Accuracy +9 (+2 eff.) Ignore Armor +10 defense ------ Defense +10 (+2 eff.) Resistance +3% light Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Max vim +20.00 Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.6 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 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 159% 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! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego++] Master While equipped: Stats +5 Str +5 Con offense ------ Physical Power +5 (+2 eff.) Accuracy +9 (+2 eff.) Ignore Armor +8 defense ------ Defense +9 (+2 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.6 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 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 159% 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! |
![]() 0.1 Encumbrance T2 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Dex +5 Mag +5 Con offense ------ Physical Power +10 (+5 eff.) Spellpower +9 (+5 eff.) Mindpower +9 (+5 eff.) Damage +10% lightning +10% fire +3% nature +10% cold Accuracy +23 (+6 eff.) Ignore Armor +13 On-Hit (Melee): * 20% chance to slow global speed by 37% * 20% chance to reduce all saves and defense by 12 defense ------ Defense +9 (+2 eff.) Resistance +12% mind other ------- Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.6 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 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 159% 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! |
![]() 3.0 Encumbrance T2 waraxe 1H weapon Reqs Str 16 [Rare] Psionic Weapon Damage 109% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +8 mind On-Hit, radius 1 +20 blight On Hit: * 20% chance to reduce strength, dexterity, and constitution by 14 * 12% chance to reduce all saves and defense by 12 While equipped: Stats +4 Cun +2 Wil offense ------ Ignore resists +15% blight +15% fire +20% mind One-handed war axes. |
![]() 4.0 Encumbrance T2 sling 1H weapon [Ego] Master Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 While equipped: offense ------ Physical Crit +3.0% Accuracy +5 (+1 eff.) Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 Encumbrance T3 shot ammo [Ego] Psionic Weapon Damage 137% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 22 Auto Reload 6 On-ranged-hit +14 mind On Hit: * 15% chance to reduce all saves and defense by 12 Shots are used with slings to pummel your foes to death. |
![]() 2.0 Encumbrance T1 cloth armor [Cosmetic Item] Nature While equipped: offense ------ Damage +12% cold defense ------ Resistance +7% all +18% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 Encumbrance T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex defense ------ Armor +8 Defense +5 (+1 eff.) Fatigue +3% Resistance +15% physical Bone Grab: Effective talent level: 2.0 Power cost 20 out of 30/30. Range 5 Cooldown: 15 Travel.spd instantaneous Is: a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 35.08 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
![]() 1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +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. |
![]() 1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +6% blight +6% light +5% darkness The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Damage +6% lightning +7% physical Ignore resists +20% lightning +7% physical When Hit 8 lightning defense ------ Resistance +9% cold +9% fire A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +5 Cun +5 Wil offense ------ Ignore resists +5% nature Against +20% Summoned defense ------ Armor +6 Resistance +12% lightning +6% light Resist Against +19% Summoned other ------- Max stamina +10.00 A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Physical Power +20 (+10 eff.) Damage +3% nature defense ------ Armor +1 Resistance +3% light Physical save +3 (+3 eff.) other ------- Stamina/turn +0.40 Max stamina +40.00 A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Str +2 Con offense ------ Damage +6% darkness Ignore resists +5% darkness defense ------ Armor +13 Defense +15 (+4 eff.) Rush: Puts all charms on 25 turn cooldown Effective talent level: 2.0 Power cost 25 out of 25/25. Range 7 Cooldown: 30 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() 1.0 Encumbrance T2 hands armor [Ego] Psionic While equipped: defense ------ Armor +2 Life Regen +4.00 other ------- Stamina/turn +1.00 Max stamina +16.00 Unarmed combat: Weapon Damage 111% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: 10% Nightmare level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: offense ------ Mind Crit +2% Mindpower +3 (+2 eff.) defense ------ Defense +1 (+0 eff.) Resistance +3% mind +5% arcane Physical save +3 (+3 eff.) Stun Resist +20% other ------- Psi/turn +0.10 A pointy cloth hat, very wizardly... |
![]() 3.0 Encumbrance T2 head armor Reqs - Heavy armour training Str 16 [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+11 eff.) Spell save +12 (+7 eff.) Mind save +12 (+6 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+2 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+2 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+4 eff.) Spell save +4 (+3 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+4 eff.) Spell save +4 (+3 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 Encumbrance 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. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+6 eff.) Spell save +6 (+4 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+6 eff.) Spell save +6 (+4 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 Encumbrance 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. |
![]() 3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +2 Str defense ------ Fatigue -5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 43 for 5 turns Puts all charms on 25 turn cooldown 100% to increase all damage by 15% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 290 Puts all charms on 20 turn cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: offense ------ Physical Crit +6.0% Damage +9% physical Ignore resists +15% light When Hit 4 physical defense ------ Resistance +6% darkness +3% physical Create a radius 3 storm for 5 turns. Each turn, creatures within take 40 lightning damage and will be dazed for 1 turn (200 total damage) Puts all charms on 15 turn cooldown 100% to heal for 34. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Sling Skirmisher the Shalore Skirmisher level 20
21st Haze 122nd year of Ascendancy at 19:26 see stats
By Sling Skirmisher the Shalore Skirmisher level 17
5th Haze 122nd year of Ascendancy at 04:17 see stats
By Sling Skirmisher the Shalore Skirmisher level 22
8th Regrowth 123rd year of Ascendancy at 13:45 see stats
By Sling Skirmisher the Shalore Skirmisher level 10
2nd Summertide 122nd year of Ascendancy at 13:04 see stats
By Sling Skirmisher the Shalore Skirmisher level 20
20th Haze 122nd year of Ascendancy at 22:30 see stats
By Sling Skirmisher the Shalore Skirmisher level 21
43rd Haze 122nd year of Ascendancy at 14:38 see stats
By Sling Skirmisher the Shalore Skirmisher level 8
6th Mirth 122nd year of Ascendancy at 15:15 see stats
By Sling Skirmisher the Shalore Skirmisher level 21
52nd Haze 122nd year of Ascendancy at 02:18 see stats
By Sling Skirmisher the Shalore Skirmisher level 10
4th Flare 122nd year of Ascendancy at 21:27 see stats
By Sling Skirmisher the Shalore Skirmisher level 21
51st Haze 122nd year of Ascendancy at 07:42 see stats
By Sling Skirmisher the Shalore Skirmisher level 24
13rd Regrowth 123rd year of Ascendancy at 19:55 see stats
By Sling Skirmisher the Shalore Skirmisher level 18
16th Haze 122nd year of Ascendancy at 22:31 see stats
Log
Sling Skirmisher shoots!
Sling Skirmisher's Shoot performs a ranged critical strike against Xorn!
You collect a new ingredient: xorn fragment (1).
Sling Skirmisher's Shoot hits Xorn for 141 physical, 12 acid (153 total damage).
Sling Skirmisher's Shoot killed Xorn!
Resting starts...
Rested for 2 turns (stop reason: all resources and life at maximum).
You pickup 0.75 gold pieces.
You pickup 0.80 gold pieces.
Talent Swift Shot is ready to use.
Sling Skirmisher picks up (I.): restful hardened leather gloves (0 def, 2 armour).
Lore found: expedition journal entry (daikara)
Warg howls
Ran for 2 turns (stop reason: hostile spotted to the west (warg)).
Sling Skirmisher shoots!
Target out of range. Hold to force your weapon to fire at targets beyond its range (7).
Sling Skirmisher shoots!
Sling Skirmisher's morale has been lowered.
Sling Skirmisher's Shoot performs a ranged critical strike against Warg!
Warg is recovering from the damage!
Warg is crippled.
Sling Skirmisher's Shoot hits Warg for 172 physical, 12 acid, 8 temporal, 9 blight, 8 fire, 12 arcane, 9 light (230 total damage).
Something hurls a huge boulder at Sling Skirmisher!
Something hits Warg for 241 physical damage.