











Character
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 | 20 / 95% |
Size | big |
Lifes / Deaths | Killed by Elerath the gigantic corrosive tunneler at level 20 on the 71st Dusk 122nd year of Ascendancy at 10:00 / 1 |
Primary Stats
Strength | 23 (base 12) |
Dexterity | 48 (base 42) |
Constitution | 26 (base 10) |
Magic | 21 (base 10) |
Willpower | 27 (base 11) |
Cunning | 48 (base 44) |
Resources
Life | -1/516 |
Stamina | 15/200 |
Healing Factor | 1.1316586254954 |
Regeneration | 0.28291465637385 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -2.2204460492503E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 9 |
See Stealth | 11 |
See Invisible | 7 |
Offense: Mainhand
Damage | 87 |
Accuracy | 40 |
Crit Chance | 16% |
APR | 2 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 23 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 38 |
Crit Chance | 17% |
Speed | 1 |
Offense: Damage Bonus
Acid | +15% |
Blight | +9% |
Arcane | +21% |
Cold | +9% |
All | 0% |
Lightning | +6% |
Light | +15% |
Mind | +21% |
Fire | +15% |
Nature | +15% |
Offense: Damage Penetration
Arcane | +30% |
Cold | +10% |
Physical | +11% |
Defense: Base
Armour (hardiness) | 41 (78.594633868923%) |
Defense | 47 |
Ranged Defense | 47 |
Fatigue | 1.9238052216851 |
Physical Save | 37 |
Spell Save | 29 |
Mental Save | 26 |
Defense: Resistances
Acid | + 21%( 70%) |
Blight | + 38%( 70%) |
Arcane | + 26%( 70%) |
All | + 18%( 70%) |
Lightning | + 30%( 70%) |
Light | + 21%( 70%) |
Temporal | + 23%( 70%) |
Physical | + 21%( 70%) |
Darkness | + 23%( 70%) |
Fire | + 36%( 70%) |
Nature | + 43%( 70%) |
Defense: Immunities
Stun Resistance | 73% |
Confusion Resistance | 38% |
Poison Resistance | 10% |
Blind Resistance | 24% |
Silence Resistance | 23% |
Pinning Resistance | 34% |
Disarm Resistance | 27% |
Instadeath Resistance | 100% |
Knockback Resistance | 23% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 22% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength 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 47 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: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 579% 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. |
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 177 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
Cunning / Poisons | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Called Shots | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Skirmisher - Slings | 1.51 |
| 5/5 |
| 1/5 |
| 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 |
| 2/5 |
| 1/5 |
| 1/5 |
| 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 |
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 Magic by +5. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * 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 red crystal shard. * You've found the needed green worm. * You've found the needed minotaur nose. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed black mamba head. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed sandworm tooth. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your 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 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.' | 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 |
Equipment
On feet | ![]() 3.0 Encumbrance T3 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Str +4 Wil +3 Con offense ------ Mindpower +4 (+2 eff.) Damage +9% blight Ignore resists +6% physical On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 14 defense ------ Armor +7 Fatigue +3% Silence Resist +23% Confus Resist +28% Stun Resist +33% other ------- Infravision +2 Blindside: Puts all charms on 25 turn cooldown Effective talent level: 3.0 Power cost 25 out of 25/25. Range 6 Cooldown: 10 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 11 extra Defense for 1 turn. The Defense boost improves with your Strength. 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 T2 shot ammo [Ego] Master Weapon Damage 131% 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 +2 Critical Rate +4.5% Capacity 20 Shots are used with slings to pummel your foes to death. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Damage +15% fire +6% light +6% mind defense ------ Life +41.00 other ------- Light +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Physical Power +25 (+9 eff.) Damage +3% light When Hit 6 physical defense ------ Defense +1 (+0 eff.) Resistance +6% lightning +6% temporal Physical save +6 (+3 eff.) other ------- Stamina/turn +2.00 A pointy cloth hat, very wizardly... |
On hands | ![]() 1.5 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +4 Str +3 Dex +3 Cun offense ------ When Hit 6 arcane defense ------ Armor +2 Fatigue +3% Resistance +3% acid +6% lightning +3% light +9% blight Physical save +8 (+3 eff.) Confus Resist +10% Stun Resist +20% other ------- Cooldown Double Strike -1 Unarmed combat: Weapon Damage 120% Range: 1.0x-1.4x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +6 Ignore Armor +9 Critical Rate +12.0% Attack Speed 83% On Hit: 10% Set Up level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 Encumbrance T2 totem charm [Random Unique] Nature While equipped: offense ------ Damage +3% arcane Ignore resists +15% arcane defense ------ Resistance +5% arcane +3% fire Heal yourself and all friendly characters within 10 spaces for 176 Puts all charms on 15 turn cooldown 100% to heal for 30. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Mag +5 Wil offense ------ Spellpower +5 (+2 eff.) Damage +12% arcane Ignore resists +5% arcane defense ------ Life +24.00 Blind Resist +24% Disarm Resist +27% Pinning Resist +24% Knockbk Resist +23% other ------- Infravision +3 See Stealth +11 See Invisibility +7 Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Str +8 Con offense ------ Physical Power +6 (+2 eff.) Damage +6% lightning +6% arcane Ignore resists +10% arcane defense ------ Resistance +5% arcane +3% lightning Physical save +13 (+5 eff.) Spell save +7 (+4 eff.) Mind save +7 (+4 eff.) other ------- Light +4 Infravision +4 Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: offense ------ Mindpower +5 (+2 eff.) Damage +9% cold Ignore resists +10% cold defense ------ Resistance +15% blight other ------- Max psi +20.00 Masteries +0.21 Technique/Skirmisher - Slings Amulets make your neck look great! |
In main hand | ![]() 4.0 Encumbrance T1 sling 1H weapon [Ego] Master Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 While equipped: Stats +2 Dex Slings are used to hurl stones or metal shots at your foes. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Physical Power +2 (+1 eff.) Ignore resists +5% physical defense ------ Resistance +4% physical Spell save +6 (+3 eff.) other ------- Stamina/turn +1.00 Hate-on-crit +1.00 Size +1 A belt that goes around your waist. |
In off hand | ![]() 7.0 Encumbrance T4 shield armor [Random Unique] Arcane/Master When used to Attack: Weapon Damage 151% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +134 On Hit: * reduce the cooldown of your ward talent by 1 While equipped: defense ------ Armor +14 Defense +5 (+2 eff.) Fatigue +8% Resistance +19% fire Life +20.00 Pinning Resist +10% Stun Resist +20% other ------- Wards +11 lightning +12 temporal +9 darkness +10 fire +8 nature +10 blight +11 cold +10 arcane +8 light Talents +2 Ward +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +1 Str offense ------ Damage +6% light defense ------ Defense +1 (+0 eff.) Resistance +6% darkness Life +32.00 Poison Resist +10% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% 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 [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+4 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+3 eff.) Resistance +30% nature +11% all Physical save +10 (+4 eff.) Spell save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 234 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. |
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 10 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 3 turns. Also removes cross-tier effects of the affected types for free. 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 [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Master While equipped: other ------- Masteries +0.11 Cunning/Called Shots Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Resistance +15% mind Confus Resist +24% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +2 Cun +1 Dex offense ------ Critical power +10.00% Physical Power +10 (+4 eff.) Ignore resists +5% darkness defense ------ Defense +4 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: Stats +2 Dex +4 Con offense ------ Damage +11% light defense ------ Armor +4 Resistance +22% light +1% physical Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +1 Dex +1 Cun +2 Con offense ------ Ignore resists +10% lightning defense ------ Spell save +11 (+6 eff.) other ------- Max stamina +11.00 Light +2 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag defense ------ Spell save +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag defense ------ Spell save +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Normal] Rings make your fingers look great! |
![]() 5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Critical power +22.00% Spellpower +12 (+6 eff.) On-Hit 18 fire Damage +20% temporal other ------- See Invisibility +8 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T3 greatmaul 2H weapon Reqs Str 24 [Ego] Arcane Weapon Damage 153% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Critical Rate +1.5% Attack Speed 100% Ignore Shields +17% Massive two-handed mauls. |
![]() 3.0 Encumbrance T2 greatsword 2H weapon [Rare] Psionic Weapon Damage 127% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +14 darkness Damage Against +10% Living While equipped: defense ------ Resistance +3% temporal +12% fire Healmod +15% Blind Resist +20% other ------- Max psi +20.00 Massive two-handed swords. |
![]() 3.0 Encumbrance T3 mace 1H weapon Reqs Str 24 [Normal] Weapon Damage 131% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% Blunt and deadly. |
![]() 3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 24 [Ego] Master Weapon Damage 132% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Accuracy +7 (+2 eff.) defense ------ Defense +7 (+2 eff.) Disarm Resist +22% One-handed war axes. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 121% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +12.0% Attack Speed 100% Lifesteal +6% On-hit +20 blight +20 fire While equipped: Stats +5 Mag defense ------ Resistance +10% blight +10% fire other ------- Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Ego] Arcane/Nature Weapon Damage 117% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +13 nature +7 cold Sharp, short and deadly. |
![]() 4.0 Encumbrance T2 longbow 2H weapon [Ego++] Nature/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 Projectile Speed +200% While equipped: Stats +11 Wil +3 Cun +11 Con offense ------ Combat Speed +10% defense ------ Life +23.00 Longbows are used to shoot arrows at your foes. |
![]() 4.0 Encumbrance T1 sling 1H weapon [Ego++] Arcane/Master Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +6 While equipped: offense ------ Ignore resists +6% physical +6% all Accuracy +6 (+2 eff.) Ignore Armor +5 Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 Encumbrance T3 sling 1H weapon [Random Unique] Nature/Disrupt/Master Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 On-ranged-hit +4 cold On-Hit, radius 1 +12 light +12 cold On-crit, radius 2 +4 cold While equipped: Stats +8 Str +4 Dex +6 Mag +7 Wil +7 Cun +5 Con offense ------ Physical Power +6 (+2 eff.) Mindpower +5 (+2 eff.) On-Hit (Ranged): * 7 arcane resource burn other ------- Masteries +0.10 Wild-gift/Antimagic Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 Encumbrance T1 shot ammo [Rare] Master Weapon Damage 112% Range: 1.0x-1.2x Uses 70% Dex, 50% Cun Damage Physical Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +4.0% Capacity 45 On-ranged-hit +8 lightning +12 cold On-Hit, radius 1 +12 lightning While equipped: other ------- Reload +1 Shots are used with slings to pummel your foes to death. |
![]() 2.0 Encumbrance T2 cloth armor [Ego] Psionic While equipped: Stats +5 Mag +5 Wil defense ------ Resistance +9% all other ------- Mana/turn +0.17 Psi/turn +0.13 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 cloth armor [Ego] Nature/Psionic While equipped: Stats +6 Mag +4 Wil offense ------ Damage +10% nature defense ------ Resistance +15% nature +11% all other ------- Mana/turn +0.10 Psi/turn +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 Encumbrance T2 light armor [Ego+] Nature While equipped: defense ------ Armor +7 Defense +6 (+2 eff.) Fatigue +7% Resistance +7% acid +7% cold other ------- Breathe water A suit of armour made of leather. |
![]() 9.0 Encumbrance T2 light armor [Ego] Nature While equipped: defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Life Regen +3.50 other ------- Stamina/turn +0.90 A suit of armour made of leather. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil offense ------ Physical Power +10 (+4 eff.) Damage +9% temporal defense ------ Armor +4 Defense +6 (+2 eff.) Resistance +3% temporal Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Critical power +5.00% Physical Power +15 (+5 eff.) Damage +3% physical defense ------ Armor +1 Resistance +6% lightning +6% temporal Crit Resistance 15.00% Life +60.00 other ------- Max stamina +10.00 A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Str +2 Wil +1 Cun +3 Con offense ------ On-Hit (Melee): * 20% chance to reduce all saves and defense by 25 defense ------ Armor +3 other ------- Infravision +1 A pair of boots made of leather. |
![]() 2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+1 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 44% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Dex +4 Mag +2 Con offense ------ When Hit 2 cold defense ------ Armor +4 Fatigue +2% Resistance +3% fire other ------- Infravision +5 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +2 Dex offense ------ Physical Power +5 (+2 eff.) Ignore resists +5% light Accuracy +10 (+3 eff.) defense ------ Armor +9 Defense +15 (+5 eff.) Fatigue +3% Resistance +6% acid +6% light +6% fire +8% cold +8% lightning Physical save +9 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 Encumbrance T2 hands armor [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Dex offense ------ On-Hit 7 lightning Damage +4% lightning +9% mind Ignore resists +15% light Accuracy +13 (+4 eff.) defense ------ Armor +2 Fatigue +3% Resistance +6% lightning +3% mind Life Regen +4.00 other ------- Stamina/turn +0.50 Max stamina +10.00 Unarmed combat: Weapon Damage 121% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +5 Ignore Armor +9 Critical Rate +14.0% Attack Speed 83% On-crit, radius 2 +8 lightning On Hit: 10% Nightmare level 3 On Hit: 10% Lightning Breath level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T2 hands armor [Rare] Nature While equipped: offense ------ On-Hit 8 nature Damage +6% nature +12% cold Ignore resists +25% cold When Hit 8 lightning 4 cold defense ------ Armor +2 Fatigue +3% Resistance +6% nature +6% lightning Unarmed combat: Weapon Damage 120% Range: 1.0x-1.4x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-crit, radius 2 +8 nature On Hit: 10% Venomous Breath level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 Encumbrance T1 head armor [Ego+] Arcane While equipped: Stats +2 Mag +2 Con offense ------ Damage +5% arcane defense ------ Defense +1 (+0 eff.) Arcane Eye: (Instant) Puts all charms on 10 turn cooldown Effective talent level: 5.0 Power cost 10 out of 10/10. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Rare] Psionic While equipped: Stats +2 Wil offense ------ Mind Crit +11% Mindpower +4 (+2 eff.) Damage +15% mind defense ------ Defense +2 (+1 eff.) Mind save +6 (+3 eff.) other ------- Psi/turn +0.25 Psi when Hit +0.08 A pointy cloth hat, very wizardly... |
![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Dex +1 Wil +1 Cun +7 Con offense ------ Ignore resists +15% nature defense ------ Armor +3 Fatigue +5% Spell save +3 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T2 head armor [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 (+5 eff.) Spell save +12 (+6 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. |
![]() 3.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +2 Cun offense ------ Critical power +10.00% Damage +3% mind Ignore resists +20% darkness defense ------ Armor +4 Fatigue +4% Resistance +6% nature Spell save +5 (+3 eff.) Life +55.00 Healmod +12% other ------- Max hate +8.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical 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. |
![]() 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: 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. |
![]() 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 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 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. |
![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +2 Wil +3 Con offense ------ When Hit 10 mind defense ------ Resistance +3% light Physical save +5 (+2 eff.) Healmod +12% 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. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +1 Str offense ------ Damage +6% nature On-Hit (Melee): * 20% chance to slow global speed by 51% defense ------ Resistance +11% nature +3% light Mind save +6 (+3 eff.) Unlife -60.00 life Confus Resist +10% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +1 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 234/400 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 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 27 for 5 turns Puts all charms on 25 turn cooldown 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: defense ------ Defense +5 (+2 eff.) Confus Resist +20% Teleport Resist +10% Sting an enemy dealing 126 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to increase all damage by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Sling Skirmisher the Shalore Skirmisher level 16
38th Dusk 122nd year of Ascendancy at 17:20 see stats
By Sling Skirmisher the Shalore Skirmisher level 10
4th Flare 122nd year of Ascendancy at 06:56 see stats
By Sling Skirmisher the Shalore Skirmisher level 20
60th Dusk 122nd year of Ascendancy at 17:20 see stats
By Sling Skirmisher the Shalore Skirmisher level 8
10th Mirth 122nd year of Ascendancy at 12:33 see stats
By Sling Skirmisher the Shalore Skirmisher level 5
5th Mirth 122nd year of Ascendancy at 12:30 see stats
By Sling Skirmisher the Shalore Skirmisher level 15
10th Dusk 122nd year of Ascendancy at 15:43 see stats
Log
Giant spider misses Sling Skirmisher.
Melee retaliation hits Elerath the gigantic corrosive tunneler for (2 to psi shield), 3 physical, 7 arcane, (7 to psi shield), 10 nature, (1 to psi shield), 2 nature (22 total damage).
Elerath the gigantic corrosive tunneler hits Sling Skirmisher for (23 flat reduction), (29 absorbed), 28 physical (28 total damage).
Sling Skirmisher cleverly deflects the attack with his shield!
Sling Skirmisher repels an attack from Elerath the gigantic corrosive tunneler's Beyond the Flesh.
Mayiwen the green ooze isn't moving as defensively anymore.
Gudatira the gigantic gravity worm shoves Giant spider aside.
Gudatira the gigantic gravity worm retunes the fabric of spacetime.
Poison from Sling Skirmisher hits Elerath the gigantic corrosive tunneler for (4 to psi shield), 6 nature (6 total damage).
Poison from Sling Skirmisher hits Zubyda the gigantic corrosive tunneler for (3 to psi shield), 5 nature (5 total damage).
Sling Skirmisher slows down.
Poison from Giant spider hits Sling Skirmisher for (18 flat reduction), 0 nature (0 total damage).
Zubyda the gigantic corrosive tunneler uses Block.
Sling Skirmisher cleverly deflects the attack with his shield!
Sling Skirmisher repels an attack from Zubyda the gigantic corrosive tunneler's Beyond the Flesh.
Elerath the gigantic corrosive tunneler speeds up.
Gudatira the gigantic gravity worm slows down.
Gudatira the gigantic gravity worm is poisoned!
Gudatira the gigantic gravity worm misses Sling Skirmisher.
Gudatira the gigantic gravity worm hits Sling Skirmisher for (2 flat reduction), 0 physical, (3 flat reduction), 0 nature, (6 flat reduction), 0 physical, (1 flat reduction), 0 physical, (2 flat reduction), 0 mind, (1 flat reduction), 0 physical, (2 flat reduction), 0 darkness (0 total damage).
Poison from Sling Skirmisher hits Elerath the gigantic corrosive tunneler for (4 to psi shield), 6 nature (6 total damage).
Melee retaliation hits Gudatira the gigantic gravity worm for 6 physical, 7 arcane, 23 nature, 4 nature (40 total damage).
Poison from Sling Skirmisher hits Zubyda the gigantic corrosive tunneler for (3 to psi shield), (5 blocked), 0 nature (0 total damage).
Elerath the gigantic corrosive tunneler uses Brainfreeze.
Sling Skirmisher reacts to damage from Elerath the gigantic corrosive tunneler, mitigating the blow!.
Elerath the gigantic corrosive tunneler hits Sling Skirmisher for (23 flat reduction), (27 reacted , -5 stam), 71 cold (71 total damage).
Sling Skirmisher the level 20 shalore skirmisher was iced to death by Elerath the gigantic corrosive tunneler on level 1 of Sandworm lair.
Space restabilizes around you.