Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! 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. Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This 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 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: 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 | Female |
Race | Thalore |
Class | Writhing One |
Level / Exp | 22 / 83% |
Size | medium |
Lifes / Deaths | Killed by The Possessed at level 11 on the 7th Mirth 122nd year of Ascendancy at 01:59 0 / 6Killed by Lisotira the dire wolf at level 14 on the 1st Flare 122nd year of Ascendancy at 19:08 Killed by Ivyra the war bear at level 16 on the 23rd Dusk 122nd year of Ascendancy at 13:31 Killed by Vorinn the snow giant boulder thrower at level 21 on the 11st Regrowth 123rd year of Ascendancy at 12:04 Killed by Lisogawyn the wolf at level 21 on the 11st Regrowth 123rd year of Ascendancy at 18:58 Killed by PennyTentacle's Inner Demon at level 22 on the 20th Regrowth 123rd year of Ascendancy at 13:54 |
Primary Stats
Strength | 48 (base 44) |
Dexterity | 17 (base 11) |
Constitution | 23 (base 13) |
Magic | 50 (base 47) |
Willpower | 18 (base 10) |
Cunning | 10 (base 10) |
Resources
Life | -271/664 |
Insanity | 67/100 |
Healing Factor | 1.3599022211821 |
Regeneration | 0.33997555529552 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +11.09386761032% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 8 |
Offense: Mainhand
Damage | 83 |
Accuracy | 35 |
Crit Chance | 7% |
APR | 28 |
Speed | 1.00 |
Offense: Spell
Spellpower | 51 |
Crit Chance | 13% |
Speed | 1 |
Offense: Mind
Mindpower | 20 |
Crit Chance | 1% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +9% |
Cold | +30% |
Blight | +14% |
Fire | +11% |
Mind | +30% |
All | 0% |
Defense: Base
Armour (hardiness) | 31.551211628464 (73.607947236566%) |
Defense | 10 |
Ranged Defense | 10 |
Fatigue | 32 |
Physical Save | 26 |
Spell Save | 21 |
Mental Save | 7 |
Defense: Resistances
Acid | + 14%( 70%) |
Blight | + 12%( 70%) |
Arcane | + 11%( 70%) |
Cold | + 53%( 70%) |
All | + 7%( 70%) |
Darkness | + 31%( 70%) |
Light | + 17%( 70%) |
Temporal | + 21%( 70%) |
Physical | + 15%( 70%) |
Lightning | + 28%( 70%) |
Fire | + 51%( 70%) |
Nature | + 16%( 70%) |
Defense: Immunities
Teleport Resistance | 20% |
Disarm Resistance | 26% |
Silence Resistance | 21% |
Confusion Resistance | 23% |
Knockback Resistance | 20% |
Stun Resistance | 81% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (4/4)
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 461% 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. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 30 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 Cunning 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 160 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic 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 99 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. |
Class Talents
Demented / Disfigured face | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Slow death | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Demented / Tentacles | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Controlled horrors | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Path of horror | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Demented / Horrific body | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You failed to protect the lost sun paladin from death by Aeruwyn the grave wight. Escort: lost sun paladin (level 2 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul)As a reward you gained knowledge of tinker technology. | done |
You failed to protect the temporal explorer from death by yellow jelly. Escort: temporal explorer (level 1 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. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | 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 |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
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 of tirelessness (0 def, 3 armour) undeterred pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: ----- def ----- Armour +3 Fatigue +2% Silence- +21% Confus- +23% Stun/Frz- +20% ---------- misc Stam/turn +0.40 Max.stam +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Runalandil Runalandil2.0 T1 lite [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +6% mind ----- def ----- Resists +6% temporal +1% physical Max.HP +60.00 Disease- +10% ---------- misc 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 | Turukaltholdir (0 def, 3 armour) Turukaltholdir (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Con ----- def ----- Armour +3 Fatigue +5% Resists +11% light +3% temporal +11% darkness +5% arcane Max.HP +80.00 ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
On fingers | Getodas the copper ring Getodas the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +2 Str +3 Dex +1 Con dps ---------- Crit.mult +5.00% Dmg.mod +11% fire Apr +1 Melee Ret 8 physical ----- def ----- Resists +22% fire Rings make your fingers look great! |
On fingers | Vargh Redemption Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 12.32 cold and 9.48 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
Around waist | Xildatta Xildatta1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +3 (+1 eff.) ----- def ----- Resists +15% lightning Phys.save +3 (+1 eff.) Mind.save +6 (+6 eff.) Heal.mod +20% Teleport- +10% Def/telep +10 Res/telep +10% Dur/telep +10% A belt that goes around your waist. |
In main hand | Morrigor (50-70 power, 12 apr) Morrigor (50-70 power, 12 apr)3.0 T4 longsword 1H weapon [Unique] Arcane/Unknown Power 50.0 - 70.0 Physical Uses 60% Mag, 60% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +7.0% Atk.spd 100% On Hit: * deal 25.00 arcane and 27.24 darkness damage (based on Magic) in a radius 1 around the target On Kill: * swallows the victim's soul, gaining a new power While equipped: dps ---------- Spell.crit +12% Spell.pwr +24 (+8 eff.) ---------- misc Talents +1 Soul Purge Earthen Missiles: Level 3.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures 2 missile-shaped rocks that you target individually at any target or targets in range. Each missile deals 56.58 physical damage, and an additional 9.43 bleeding damage every turn for 5 turns. At talent level 5, you can conjure one additional missile. The damage will increase with your Spellpower. This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
On hands | dwarven-steel gauntlets of sorrow (0 def, 2 armour) dwarven-steel gauntlets of sorrow (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 21 mind 14 darkness On Hit (Melee): * 12% chance to reduce all saves and defense by 14 ----- def ----- Armour +2 Fatigue +3% Mind.save -14 (-14 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | dwarven-steel plate armour 'Floerain' (0 def, 11 armour) dwarven-steel plate armour 'Floerain' (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +18% mind +15% cold ----- def ----- Armour +11 Fatigue +22% Resists +8% acid +8% physical +25% cold +8% lightning +26% fire Disarm- +26% Stun/Frz- +29% Knockbk- +20% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
Cloak | Kheleblek (6 def, 4 armour) Kheleblek (6 def, 4 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% mind ----- def ----- Armour +4 Defense +6 (+6 eff.) Resists +6% temporal Crit.chn- 10.00% Phys.save +5 (+2 eff.) Mind.save +6 (+6 eff.) Die.at -50.00 life Heal.mod +5% Teleport- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | The Black Core The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Inventory
wild infusion of the titan (res 21%; physical; dur 3; cd 10) wild infusion of the titan (res 21%; physical; dur 3; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd 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 21% for 3 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. |
blink rune of the psychic (range 3; phase 16; cd 14) blink rune of the psychic (range 3; phase 16; cd 14)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 3 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
grounding copper amulet grounding copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% lightning Stun/Frz- +21% Amulets make your neck look great! |
insulating copper amulet of willpower (+3) insulating copper amulet of willpower (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil ----- def ----- Resists +11% fire +12% cold Amulets make your neck look great! |
Dresus the steel amulet Dresus the steel amulet0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +3 Cun +3 Wil dps ---------- Melee Ret 4 mind On Hit (Melee): * 20% chance to reduce armor by 35% ----- def ----- Resists +10% lightning Stun/Frz- +22% Amulets make your neck look great! |
copper ring 'Brandtickler' =pen= copper ring 'Brandtickler' =pen=0.1 T1 ring jewelry [Rare] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Crit.mult +5.00% Res.pen +15% fire +15% physical Acc +6 (+3 eff.) ----- def ----- Defense +15 (+12 eff.) Resists +6% blight Die.at -20.00 life Rings make your fingers look great! |
copper ring 'Jetreaper' =pen= copper ring 'Jetreaper' =pen=0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% fire +11% cold Res.pen +25% darkness ----- def ----- Resists +22% cold ---------- misc Light +2 See.Invis +3 Rings make your fingers look great! |
savage's copper ring savage's copper ring0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +1 Con ----- def ----- Spell.save +11 (+6 eff.) ---------- misc Max.stam +10.00 Rings make your fingers look great! |
warrior's copper ring of fire (+22%) warrior's copper ring of fire (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +11% fire ----- def ----- Armour +4 Resists +22% fire Rings make your fingers look great! |
Oakwinnow (36-53 power, 5 apr) Oakwinnow (36-53 power, 5 apr)5.0 T2 greatmaul 2H weapon [Rare] Psionic Power 35.5 - 53.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Crit +1.0% Atk.spd 100% Melee+ +14 mind On Hit: * 19% chance to reduce all saves and defense by 14 While equipped: Stats +3 Str +5 Wil +5 Cun +2 Con dps ---------- Apr +2 Melee Ret 4 nature Massive two-handed mauls. |
Polomira the Snowweeper (18-24 power, 3 apr) Polomira the Snowweeper (18-24 power, 3 apr)3.0 T2 longsword 1H weapon [Rare] Master Power 17.5 - 24.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +12 cold While equipped: Stats +2 Cun dps ---------- Mind.pwr +20 (+10 eff.) Acc +7 (+4 eff.) On Hit (Melee): * 20% chance to slow global speed by 39% ----- def ----- Defense +5 (+5 eff.) Resists +12% cold Disarm- +25% Sharp, long, and deadly. |
Torchwind the ash longbow Torchwind the ash longbow4.0 T2 longbow 2H weapon [Rare] Master Acc+ +0.2% crit chance (max 25%) Apr +5 Atk.spd 100% Range +8 Phasing +30% While equipped: Stats +4 Str +3 Dex dps ---------- Crit.mult +10.00% Dmg.mod +6% fire Longbows are used to shoot arrows at your foes. |
woollen robe 'Blazehash' (0 def, 0 armour) woollen robe 'Blazehash' (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Arcane/Nature While equipped: dps ---------- Spell.crit +3% Crit.mult +10.00% Spell.pwr +13 (+4 eff.) Dmg.mod +14% blight +12% nature +8% all Res.pen +10% blight Melee Ret 4 lightning ----- def ----- Resists +14% blight +18% nature +9% all Def/telep +15 Res/telep +15% Dur/telep +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Arcraptor (3 def, 6 armour) Arcraptor (3 def, 6 armour)9.0 T1 light armor [Rare] Nature While equipped: Stats +3 Dex +3 Con dps ---------- Dmg.mod +6% lightning Apr +3 ----- def ----- Armour +6 Defense +3 (+3 eff.) Fatigue +6% Resists +6% cold Max.HP +25.00 A suit of armour made of leather. |
Lisuriata (6 def, 4 armour) Lisuriata (6 def, 4 armour)9.0 T2 light armor [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +15 (+5 eff.) Res.pen +10% physical On Hit (Melee): * 20% chance to reduce all saves and defense by 14 ----- def ----- Armour +4 Defense +6 (+6 eff.) Fatigue +7% Resists +19% lightning +15% mind A suit of armour made of leather. |
iron mail armour 'Yvuda' (2 def, 4 armour) =con= iron mail armour 'Yvuda' (2 def, 4 armour) =con=14.0 T1 heavy armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Str +1 Dex +2 Mag +4 Con ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Crit.chn- 10.00% Max.HP +24.00 A suit of armour made of mail. |
Barodor the Nightterror (2 def, 6 armour) Barodor the Nightterror (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +18% darkness Res.pen +25% darkness +5% nature On Hit (Melee): * 20% chance to slow global speed by 39% * 20% chance to reduce damage dealt by 12% ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% Resists +19% lightning +3% darkness A suit of armour made of mail. |
steel mail armour of the deep (2 def, 7 armour) =water= steel mail armour of the deep (2 def, 7 armour) =water=14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +7 Defense +2 (+2 eff.) Fatigue +12% Resists +8% acid +6% cold ---------- misc Breathe water A suit of armour made of mail. |
Glorovena (6 def, 13 armour) Glorovena (6 def, 13 armour)17.0 T2 massive armor Reqs Massive armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Cun ----- def ----- Armour +13 Defense +6 (+6 eff.) Fatigue +22% Resists +6% acid +6% physical +15% cold +27% lightning +8% fire Mind.save +13 (+13 eff.) Heal.mod +10% Disarm- +23% Stun/Frz- +20% Knockbk- +22% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
Mighty Girdle 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. |
rough leather belt of the mystic rough leather belt of the mystic1.0 T1 belt armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +3 (+1 eff.) ----- def ----- Mind.save +5 (+5 eff.) A belt that goes around your waist. |
rough leather belt of unlife =water= rough leather belt of unlife =water=1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
linen cloak 'Tempestwreck' (1 def, 0 armour) =con= linen cloak 'Tempestwreck' (1 def, 0 armour) =con=2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Con ----- def ----- Defense +1 (+1 eff.) Resists +12% lightning +3% mind Crit.chn- 10.00% Heal.mod +10% Cut- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
regal linen cloak (1 def, 0 armour) regal linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Defense +1 (+1 eff.) Mind.save +6 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Stormsaw the pair of rough leather boots (0 def, 1 armour) Stormsaw the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% lightning ----- def ----- Armour +1 Resists +5% arcane Spell.save +6 (+3 eff.) Die.at -60.00 life Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Stam/turn +0.40 Psi/ret +0.04 Max.stam +12.00 A pair of boots made of leather. |
Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
scouring hardened leather gloves (0 def, 2 armour) scouring hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Ego+] Disrupt While equipped: dps ---------- On Melee Ret: * 18 arcane resource burn ----- def ----- Armour +2 Spell.save +11 (+6 eff.) 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. |
scouring hardened leather gloves of dexterity (+3) (0 def, 2 armour) scouring hardened leather gloves of dexterity (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego+] Disrupt/Master While equipped: Stats +3 Dex dps ---------- Acc +13 (+6 eff.) On Melee Ret: * 17 arcane resource burn ----- def ----- Armour +2 Spell.save +10 (+5 eff.) 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. |
miner's rough leather cap of the depths (0 def, 3 armour) =water= miner's rough leather cap of the depths (0 def, 3 armour) =water=2.0 T1 head armor [Ego] Nature/Master While equipped: ----- def ----- Armour +3 Fatigue +1% Resists +5% cold ---------- misc Infravis +1 Breathe water A cap made of leather. |
Sleetstinger the iron helm (0 def, 3 armour) =con= Sleetstinger the iron helm (0 def, 3 armour) =con=3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Dex +7 Con dps ---------- Melee Ret 4 cold ----- def ----- Armour +3 Fatigue +5% Resists +3% nature +3% lightning A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
7 agate 7 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. |
8 spinel 8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 ametrine 4 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. |
7 citrine 7 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 zircon 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. |
2 aquamarine 2 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. |
opal 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. |
topaz topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
garnet garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Crystal Focus 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. |
64 alchemist agate 64 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. |
Summertide Phial =light= Summertide Phial =light=1.0 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.(66 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Prox's Lucky Halfling Foot =lck= Prox's Lucky Halfling Foot =lck=2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+5 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest 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. |
Rod of Annulment (1/1) Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 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. |
Olirak the ash totem of thorny skin [power 27] (20 cooldown) Olirak the ash totem of thorny skin [power 27] (20 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: Stats +1 Wil dps ---------- Crit.mult +10.00% S.pwr/crit +2 Harden the skin for 7 turns increasing armour by 27 and armour hardiness by 40% Puts all charms on 20 cooldown 100% to increase all damage penetration by 13% for 2 turns. 100% to cleanse 1 total effects of type disease, wound, or poison. 100% to reduce fatigue by 26% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
elm wand of lightning storm [power 116] (15 cooldown) elm wand of lightning storm [power 116] (15 cooldown)2.0 T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 23 lightning damage and will be dazed for 1 turn (116 total damage) Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Silanne [power 155] (15 cooldown) Silanne [power 155] (15 cooldown)2.0 T2 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +9% temporal ----- def ----- Resists +6% cold Disease- +10% Knockbk- +10% Fire a magical bolt dealing 155 acid damage Puts all charms on 15 cooldown 100% to heal for 38. 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. |
Achievements
By PennyTentacle the Thalore Writhing One level 15
9th Dusk 122nd year of Ascendancy at 01:38 see stats
By PennyTentacle the Thalore Writhing One level 10
1st Mirth 122nd year of Ascendancy at 22:13 see stats
By PennyTentacle the Thalore Writhing One level 20
41st Dusk 122nd year of Ascendancy at 09:55 see stats
By PennyTentacle the Thalore Writhing One level 20
5th Haze 122nd year of Ascendancy at 06:52 see stats
By PennyTentacle the Thalore Writhing One level 14
1st Flare 122nd year of Ascendancy at 19:04 see stats
By PennyTentacle the Thalore Writhing One level 6
77th Pyre 122nd year of Ascendancy at 01:18 see stats
By PennyTentacle the Thalore Writhing One level 15
8th Flare 122nd year of Ascendancy at 20:23 see stats
By PennyTentacle the Thalore Writhing One level 15
3rd Flare 122nd year of Ascendancy at 17:08 see stats
Log
You gain 8.22 gold from the transmogrification of Blindtickler the iron helm (0 def, 3 armour).
You gain 3.38 gold from the transmogrification of Emelirawen the iron helm (0 def, 3 armour).
You gain 1.39 gold from the transmogrification of iron helm of absorption (0 def, 3 armour).
You gain 2.36 gold from the transmogrification of sapper's iron pickaxe (dig speed 31 turns).
You gain 5.90 gold from the transmogrification of iron pickaxe 'Bokendur' (dig speed 30 turns).
PennyTentacle uses Infusion: Movement.
PennyTentacle is moving at extreme speed!
PennyTentacle is confused and fails to use Attack.
PennyTentacle's Inner Demon's is vulnerable to attacks and effects!
Melee retaliation hits PennyTentacle for 1 healing, 8 blight, 4 physical (13 total damage) [1 healing].
PennyTentacle's Inner Demon's defiled blood area effect hits PennyTentacle for 4 darkness, 1 healing, 9 darkness, 1 healing, 7 mind, 5 healing (20 total damage) [7 healing].
Melee retaliation hits PennyTentacle for 1 healing, 8 blight, 6 physical (14 total damage) [1 healing].
PennyTentacle's defiled blood area effect hits PennyTentacle's Inner Demon for 2 darkness, 1 healing, 7 darkness, 3 healing, 18 mind, 5 healing (27 total damage) [9 healing].
PennyTentacle's defiled blood area effect hits PennyTentacle's Inner Demon for 4 darkness, 2 healing, 10 darkness, 2 healing, 12 mind, 5 healing (26 total damage) [9 healing].
Melee retaliation hits PennyTentacle's Inner Demon for 1 healing, 8 blight, 6 physical (14 total damage) [1 healing].
PennyTentacle's Inner Demon casts Pustulent Fulmination.
PennyTentacle's Inner Demon hits PennyTentacle for 6 healing, 36 darkness (36 total damage) [6 healing].
PennyTentacle's Inner Demon receives 224 healing.
PennyTentacle's Inner Demon hits PennyTentacle for 13 healing, 82 physical, 3 darkness, 2 healing, 11 mind, 4 healing, 1 healing, 6 arcane, 6 darkness, 6 healing, 35 darkness, 3 darkness, 1 healing, 8 mind, 6 healing (155 total damage) [32 healing].
Melee retaliation hits PennyTentacle's Inner Demon for 1 healing, 7 blight, 5 physical, 1 healing, 9 blight, 6 physical (28 total damage) [3 healing].
PennyTentacle's Inner Demon casts Diseased Tongue.
PennyTentacle is afflicted by a decrepitude disease!
PennyTentacle's Inner Demon is empowered by the fear of her foes.
PennyTentacle's Inner Demon hits PennyTentacle for 6 healing, 36 darkness, 1 healing, 8 darkness, 3 healing, 21 mind, 6 healing (65 total damage) [16 healing].
Melee retaliation hits PennyTentacle's Inner Demon for 2 healing, 10 blight, 6 physical (15 total damage) [2 healing].
PennyTentacle HEALS from nature damage!
Poison from Aritha the honey tree hits PennyTentacle for 134 nature, 50 healing (134 total damage) [50 healing].
Dissolved Face from PennyTentacle's Inner Demon hits PennyTentacle for 4 healing, 25 darkness, 6 healing, 41 blight (66 total damage) [10 healing].
Weakness Disease from PennyTentacle's Inner Demon hits PennyTentacle for 4 healing, 27 blight (27 total damage) [4 healing].
PennyTentacle the level 22 thalore writhing one was diseased to death by a PennyTentacle's Inner Demon on level 1 of Old Forest.