











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. 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:
Tooltip Cleanup 1.7.0Modifies the inventory dialog, clearing tooltips from equipment items when focus leaves the equipment slot's frame. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Shalore |
| Class | Archer |
| Level / Exp | 20 / 22% |
| Size | medium |
| Lifes / Deaths | Killed by Beluwe the fox at level 20 on the 2nd Mirth 123rd year of Ascendancy at 16:30 / 2Killed by Harkor'Zun at level 20 on the 3rd Mirth 123rd year of Ascendancy at 22:20 |
Primary Stats
| Strength | 45 (base 42) |
| Dexterity | 54 (base 48) |
| Constitution | 14 (base 10) |
| Magic | 14 (base 10) |
| Willpower | 18 (base 10) |
| Cunning | 13 (base 12) |
Resources
| Life | -136/550 |
| Stamina | 8/181 |
| Healing Factor | 1.1872895330003 |
| Regeneration | 3.858690982251 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 16.54677130326 |
| See Invisible | 19.54677130326 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 79 |
| Accuracy | 54 |
| Crit Chance | 12% |
| APR | 14 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 14 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 17 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +13% |
| Nature | -8% |
| Blight | -11% |
| Physical | +15% |
| Fire | +3% |
| All | -14% |
Offense: Damage Penetration
| Darkness | +5% |
Defense: Base
| Armour (hardiness) | 6 (38.594633868923%) |
| Defense | 51 |
| Ranged Defense | 51 |
| Fatigue | 0 |
| Physical Save | 29 |
| Spell Save | 22 |
| Mental Save | 24 |
Defense: Resistances
| Acid | + 32%( 70%) |
| Blight | + 24%( 70%) |
| Arcane | + 28%( 70%) |
| Cold | + 33%( 70%) |
| All | + 20%( 70%) |
| Darkness | + 22%( 70%) |
| Physical | + 45%( 70%) |
| Mind | + 22%( 70%) |
| Fire | + 28%( 70%) |
| Lightning | + 34%( 70%) |
Defense: Immunities
| Stun Resistance | 45% |
| Silence Resistance | 20% |
| Instadeath Resistance | 100% |
| Blind Resistance | 10% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 236 damage for 4 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 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 Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 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 13%, your defense is increased by 13 and all your resistances by 13%. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 468% 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 Constitution stat. |
Class Talents
| Technique / Archery prowess | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 2/5 |
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Sniper | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 2/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Trained Reactions |
| talent | Chant of Fortitude |
| detrimental effect | Huge cut that bleeds, doing 31.62 physical damage per turn. Bleeding |
| beneficial effect | Increases defense by 13. Mobile Defense |
| detrimental effect | The target has recently performed an extreme feat of agility and is exhausted. The stamina cost of activated Mobility talents is increased by 4%. Exhaustion |
| detrimental effect | The gloom reduces damage the target inflicts by 14%. Gloom Weakness |
| beneficial effect | The target is out of phase with reality, increasing defense by 13, resist all by 13%, and reducing the duration of detrimental timed effects by 13%. Out of PhaseThese effects cap at 40%. |
| detrimental effect | The more you use runes, the longer they will take to recharge (+3 cooldowns). Runic Saturation |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
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 lost sun paladin to the recall portal on level 3 of Scintillating Caves. Escort: lost sun paladin (level 3 of Scintillating Caves)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the lost warrior from death by fire drake. Escort: lost warrior (level 1 of Daikara) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Scintillating Caves. Escort: repented thief (level 2 of Scintillating Caves)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved Dexterity by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the 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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed red crystal shard. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed ice ant stinger. * You've found the needed bear paw. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed giant spider spinneret. * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed honey tree root. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed wretchling eyeball. | 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 within9 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 | Adylebeth the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Wil dps ---------- Dmg.mod +6% physical ----- def ----- Armour +4 Fatigue +3% Resists +3% physical +8% cold +8% fire Die.at -40.00 life ---------- misc See.Invis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | quiver of ash arrows of accuracy (16/23, 122% power, 7 apr)3.0 T2 arrow ammo [Ego] Master Power 122% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Acc +9 Apr +7 Crit +1.5% Capacity 23 Arrows are used with bows to pierce your foes to death. |
| Light source | brass lantern 'Flashwilder'2.0 T1 lite [Rare] Nature While equipped: dps ---------- S.pwr/crit +2 Dmg.mod +15% lightning Melee Ret 2 lightning ----- def ----- Max.HP +40.00 ---------- misc Mana/s.crit +2.00 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 | rough leather cap 'Zubykira' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Crit.mult +10.00% Phys.pwr +3 (+1 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +5% arcane +3% darkness Mind.save +9 (+4 eff.) ---------- misc Infravis +2 A cap made of leather. |
| Tool | Eremoleg the Furnacetrail [power 116] (14/17 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: ----- def ----- Defense +10 (+3 eff.) Resists +4% physical Die.at -20.00 life HP.reg +2.00 Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | savage's steel ring of the mountain (+12%)0.1 T2 ring jewelry [Ego+] Nature/Master While equipped: Stats +2 Con dps ---------- Dmg.mod +12% physical ----- def ----- Resists +12% physical Spell.save +10 (+5 eff.) ---------- misc Max.stam +14.00 Rings make your fingers look great! |
| On fingers | wizard's copper ring of perseverance0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+2 eff.) HP.reg +1.00 Stun/Frz- +24% Rings make your fingers look great! |
| Around waist | rough leather belt 'Ivylevena'1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +6.00% Phys.pwr +4 (+1 eff.) ----- def ----- Resists +3% fire +9% cold Mind.save +3 (+1 eff.) Die.at -60.00 life Blind- +10% Silence- +10% A belt that goes around your waist. |
| In main hand | steady elm longbow of fire4.0 T1 longbow 2H weapon [Ego] Arcane/Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 Ranged+ +8 fire While equipped: dps ---------- Phys.crit +3.0% Dmg.mod +14% fire Acc +8 (+3 eff.) Longbows are used to shoot arrows at your foes. |
| On hands | Earurador the iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Melee+ 6 blight Dmg.mod +3% blight ----- def ----- Armour +1 Fatigue +1% Resists +3% acid +6% blight +6% lightning +5% arcane +3% mind Phys.save +9 (+4 eff.) Max.HP +60.00 Silence- +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | linen robe 'Gloomspire' (0 def, 0 armour)2.0 T1 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning +11% physical +3% fire Res.pen +5% darkness Melee Ret 4 lightning 4 fire ----- def ----- Resists +7% all +11% physical A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Tempestcrypt (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning +6% nature ----- def ----- Defense +1 (+0 eff.) Resists +12% acid +2% physical Phys.save +9 (+4 eff.) Max.HP +34.00 Heal.mod +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | grounding steel amulet of strength (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +12% lightning Stun/Frz- +21% Amulets make your neck look great! |
Inventory
starlit copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +10% light +12% darkness Blind- +20% Amulets make your neck look great! |
Vargh Redemption =6Con=0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +6 Con +4 Wil 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 8.14 cold and 10.88 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 51 power out of 60/60 This azure ring seems to be always moist to the touch. |
wizard's steel ring of power =3Mag=0.1 T2 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +6 (+6 eff.) Mind.pwr +5 (+4 eff.) ----- def ----- Spell.save +6 (+3 eff.) Rings make your fingers look great! |
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. |
resilient linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +2 Str +2 Con ----- def ----- Defense +1 (+0 eff.) Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Vestments of the Conclave (0 def, 0 armour) =6Mag=2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Spell.pwr +15 (+10 eff.) Dmg.mod +15% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
linen robe 'Mardotar' (0 def, 0 armour)2.0 T1 cloth armor [Rare] Nature While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +12% fire ----- def ----- Resists +18% fire +3% nature +7% all Max.HP +20.00 Disarm- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven woollen robe of protection (3 def, 2 armour) =5Mag=2.0 T2 cloth armor [Ego+] Nature/Master While equipped: Stats +5 Str +5 Mag +4 Wil dps ---------- Dmg.mod +8% lightning +7% physical +5% cold ----- def ----- Armour +2 Defense +3 (+1 eff.) Resists +8% lightning +6% cold +9% all Phys.save +17 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Serpentransom the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Str +6 Dex +2 Wil +2 Cun dps ---------- Dmg.mod +3% acid Res.pen +5% nature +5% acid ----- def ----- Armour +1 Crit.chn- 5.00% Disengage: Puts all charms on 13 cooldown Level 3.0 Pwr.cost 13 out of 15/15. Range 7 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 168% 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. A pair of boots made of leather. |
blood-soaked pair of iron boots of phasing (0 def, 3 armour) =2Mag=3.0 T1 feet armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +3 Wil +2 Mag dps ---------- Phys.crit +4.0% Phys.pwr +4 (+1 eff.) Apr +4 ----- def ----- Armour +3 Fatigue +2% Blink to a nearby random location (rad 7) Puts all charms on 22 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
insulating pair of iron boots of speed (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +3 Fatigue +2% Resists +5% cold +6% fire Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Betamina' (0 def, 3 armour) =3Con=3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Con dps ---------- Melee Ret 6 mind ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +6% temporal +3% mind Crit.chn- 15.00% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+2 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
heroic rough leather gloves (0 def, 5 armour)1.0 T1 hands armor [Ego+] Master While equipped: ----- def ----- Armour +5 Mind.save +6 (+3 eff.) Max.HP +43.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Kovor the Icebutcher (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +1 Dex +3 Mag +1 Wil +2 Con dps ---------- Phys.pwr +3 (+1 eff.) Res.pen +5% cold Melee Ret 4 cold ----- def ----- Armour +3 Fatigue +5% ---------- misc Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Shadowresolve the rough leather cap (0 def, 3 armour) =4Mag=2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +6 Dex +4 Mag ----- def ----- Armour +3 Fatigue +1% Resists +9% darkness Crit.chn- 10.00% ---------- misc Infravis +2 A cap made of leather. |
bladed iron helm of might (0 def, 3 armour) =3Con=3.0 T1 head armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +5 Str +3 Con dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Armour +3 Fatigue +5% Skullcracker: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 113.9 Physical damage. If the attack hits, the target is confused (40% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
acidic quiver of elm arrows (23/23, 109% power, 5 apr)3.0 T1 arrow ammo [Ego] Arcane Power 109% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 23 On Crit: * Splash the target with acid dealing 22 damage over 5 turns and reducing armor and accuracy by 3 Arrows are used with bows to pierce your foes to death. |
3 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. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Gunn the iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Dmg.mod +3% acid ----- def ----- Resists +3% lightning +6% temporal Phys.save +6 (+3 eff.) Die.at -40.00 life ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Glorureba the brass lantern2.0 T1 lite [Rare] Nature While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +20 (+7 eff.) ----- def ----- Phys.save +5 (+2 eff.) Heal.mod +11% ---------- 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
2 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. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Obsidianknave [power 210] (14/13 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% arcane Res.pen +10% arcane +5% nature Melee Ret 8 arcane 4 darkness On Hit (Melee): * 10% chance to slow global speed by 37% ----- def ----- Resists +6% darkness Blast the opponent's mind dealing 180 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to increase all damage by 19% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
soothing steel torque of mindblast [power 180] (14/13 cooldown)2.0 T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 155 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to heal for 30. Torques are made by powerful psionics to store psionic powers. |
supercharged iron torque of psionic shield [power 33] (14/29 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 33 for 5 turns Puts all charms on 29 cooldown Torques are made by powerful psionics to store psionic powers. |
ash totem of healing [power 170] (14/13 cooldown)2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 170 Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
4 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 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. |
4 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. |
3 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Cannoli the Shalore Archer level 15
34th Haze 122nd year of Ascendancy at 06:32 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Cannoli the Shalore Archer level 19
79th Pyre 123rd year of Ascendancy at 01:31 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Cannoli the Shalore Archer level 10
1st Flare 122nd year of Ascendancy at 19:58 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Cannoli the Shalore Archer level 20
2nd Mirth 123rd year of Ascendancy at 15:43 see stats
Poisonous (Nightmare (Roguelike) difficulty)
Sided with the assassin lord.By Cannoli the Shalore Archer level 19
6th Allure 123rd year of Ascendancy at 02:42 see stats
That was close (Nightmare (Roguelike) difficulty)
Killed your target while having only 1 life left.By Cannoli the Shalore Archer level 20
3rd Mirth 123rd year of Ascendancy at 17:57 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Cannoli the Shalore Archer level 10
5th Flare 122nd year of Ascendancy at 17:45 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Cannoli the Shalore Archer level 9
9th Mirth 122nd year of Ascendancy at 00:37 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Cannoli the Shalore Archer level 16
48th Haze 122nd year of Ascendancy at 17:20 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By Cannoli the Shalore Archer level 20
2nd Mirth 123rd year of Ascendancy at 16:30 see stats
Log
Harkor'Zun's Earthen Missiles hits Cannoli for 60 physical, 10 physical (70 total damage).
Talent Flare is ready to use.
Talent Steady Shot is ready to use.
Talent Volley is ready to use.
Talent Fragmentation Shot is ready to use.
Bleeding from Harkor'Zun hits Cannoli for 30 physical damage.
Harkor'Zun resists the stun!
Harkor'Zun's physical stun area effect hits Cannoli for 47 physical damage.
Harkor'Zun's physical stun area effect hits Harkor'Zun for (43 absorbed), 0 physical (0 total damage).
LIFE LOST WARNING!
Cannoli uses Headshot.
Talent Rune: Blink is ready to use.
Talent Track is ready to use.
Talent Sentinel is ready to use.
Bleeding from Harkor'Zun hits Cannoli for 29 physical damage.
Cannoli is weakened by the gloom.
Harkor'Zun's physical stun area effect hits Cannoli for 45 physical damage.
Harkor'Zun's physical stun area effect hits Harkor'Zun for (41 absorbed), 0 physical (0 total damage).
Cannoli casts Rune: Blink.
Cannoli is out of phase.
Harkor'Zun uses Constrict.
Harkor'Zun misses Cannoli.
Cannoli is not stunned anymore.
Talent Called Shots is ready to use.
Talent Disengage is ready to use.
Talent Pin Down is ready to use.
Bleeding from Harkor'Zun hits Cannoli for 26 physical damage.
The shield around Harkor'Zun crumbles.


































































































