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.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Forbidden 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.
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. 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: 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 Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) 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. 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 |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Shalore |
Class | Skirmisher |
Level / Exp | 21 / 39% |
Size | medium |
Lifes / Deaths | Killed by Glytira the sick fox at level 17 on the 62nd Dusk 122nd year of Ascendancy at 18:58 0 / 7Killed by Layolewe the sandworm at level 18 on the 74th Dusk 122nd year of Ascendancy at 11:59 Killed by Layolewe the sandworm at level 18 on the 74th Dusk 122nd year of Ascendancy at 12:42 Killed by Layolewe the sandworm at level 19 on the 7th Haze 122nd year of Ascendancy at 19:18 Killed by Glythra the snow giant at level 20 on the 9th Allure 123rd year of Ascendancy at 09:51 Killed by Glorawen the cold drake hatchling at level 21 on the 1st Regrowth 123rd year of Ascendancy at 20:52 Killed by Glorawen the cold drake hatchling at level 21 on the 1st Regrowth 123rd year of Ascendancy at 21:00 |
Primary Stats
Strength | 10 (base 12) |
Dexterity | 59 (base 44) |
Constitution | 15 (base 10) |
Magic | 21 (base 16) |
Willpower | 22 (base 11) |
Cunning | 56 (base 39) |
Resources
Life | -52/410 |
Stamina | 208/208 |
Healing Factor | 1.0460311219418 |
Regeneration | 6.537694512136 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -1.1102230246252E-13% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 3 |
Offense: Mainhand
Damage | 88 |
Accuracy | 68 |
Crit Chance | 34% |
APR | 19 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 28 |
Crit Chance | 25% |
Speed | 1 |
Offense: Mind
Mindpower | 31 |
Crit Chance | 24% |
Speed | 1 |
Offense: Damage Bonus
Mind | +14% |
Acid | +11% |
Light | +14% |
Temporal | +15% |
Cold | +21% |
Arcane | +21% |
Fire | +20% |
All | +8% |
Offense: Damage Penetration
Physical | +21% |
All | +11% |
Defense: Base
Armour (hardiness) | 11 (59.007671158813%) |
Defense | 60 |
Ranged Defense | 62 |
Fatigue | 0 |
Physical Save | 30 |
Spell Save | 15 |
Mental Save | 33 |
Defense: Resistances
Acid | + 22%( 70%) |
Lightning | + 22%( 70%) |
Light | + 24%( 70%) |
Darkness | + 44%( 70%) |
Blight | + 39%( 70%) |
Arcane | + 15%( 70%) |
Cold | + 36%( 70%) |
All | + 11%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 26% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 259 damage for 4 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 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. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 622% 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. |
Class Talents
Cunning / Poisons | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Cunning / Called Shots | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Technique / Skirmisher - Slings | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Buckler Training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 2/5 |
| 4/5 |
| 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 failed to protect the injured seer from death by Eilinebeth the ghoul. Escort: injured seer (level 2 of Daikara) | failed |
You failed to protect the repented thief from death by black bear. Escort: repented thief (level 3 of Trollmire) | 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 have explored the Maze and vanquished the Minotaur. * 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. | 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 wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * '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.' * You've found the needed minotaur nose. * You've found the needed giant spider spinneret. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed green worm. * '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.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed electric eel tail. | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | blood-soaked pair of hardened leather boots of tirelessness (0 def, 3 armour) blood-soaked pair of hardened leather boots of tirelessness (0 def, 3 armour)2.0 T3 feet armor [Ego+] Master While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +5 (+3 eff.) Apr +5 ----- def ----- Armour +3 ---------- misc Stam/turn +0.30 Max.stam +18.00 A pair of boots made of leather. |
Quiver | pouch of stralite shots of amnesia (14/21, 155% power, 5 apr) pouch of stralite shots of amnesia (14/21, 155% power, 5 apr)3.0 T4 shot ammo [Ego+] Psionic Power 155% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 21 On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Shots are used with slings to pummel your foes to death. |
Light source | Artharach the Glintglamour Artharach the Glintglamour2.0 T1 lite [Rare] Master While equipped: dps ---------- On Hit (Melee): * 10% chance to slow global speed by 47% ----- def ----- Resists +6% acid +3% light +5% arcane ---------- misc Light +6 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 | cashmere wizard hat 'Shimmerwrecker' (27 def, 0 armour) cashmere wizard hat 'Shimmerwrecker' (27 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Phys.crit +3.0% Dmg.mod +12% fire +13% cold Res.pen +10% physical Apr +2 Melee Ret 4 lightning ----- def ----- Defense +27 (+6 eff.) Resists +19% cold A pointy cloth hat, very wizardly... |
On hands | Radianceglory (0 def, 3 armour) Radianceglory (0 def, 3 armour)1.0 T4 hands armor [Random Unique] Master/Psionic While equipped: Stats +3 Dex +4 Cun dps ---------- Dmg.mod +6% light Acc +26 (+6 eff.) On Hit (Melee): * 10% chance to reduce armor by 26% ----- def ----- Armour +3 Resists +9% darkness +6% light Phys.save +8 (+4 eff.) Mind.save +6 (+3 eff.) Disarm- +26% ---------- misc Infravis +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 cooldown Level 2.6 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 20 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | dwarven-steel torque of gale force [power 225] (15 cooldown) dwarven-steel torque of gale force [power 225] (15 cooldown)2.0 T3 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 243 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | titan's steel ring titan's steel ring0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) Rings make your fingers look great! |
On fingers | Belolathakor the gold ring Belolathakor the gold ring0.1 T3 ring jewelry [Rare] Master While equipped: Stats +6 Dex +1 Wil +11 Cun dps ---------- Mind.crit +2% Crit.mult +10.00% Dmg.mod +3% acid Acc +7 (+1 eff.) ---------- misc Max.hate +10.00 Rings make your fingers look great! |
Around neck | restful steel amulet restful steel amulet0.1 T2 amulet jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% HP.reg +2.00 Amulets make your neck look great! |
In main hand | hardened leather sling 'Sleettickler' hardened leather sling 'Sleettickler'4.0 T3 sling 1H weapon [Random Unique] Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 On Crit.r2 +8 cold While equipped: Stats +5 Dex dps ---------- Res.pen +11% all Acc +11 (+2 eff.) Apr +7 Melee Ret 2 cold ----- def ----- Resists +6% blight +6% light +3% darkness Slings are used to hurl stones or metal shots at your foes. |
Around waist | hardened leather belt 'Arodalle' hardened leather belt 'Arodalle'1.0 T3 belt armor [Rare] Nature While equipped: Stats +3 Con dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Resists +6% acid +9% cold +6% lightning Phys.save +12 (+6 eff.) Mind.save +7 (+3 eff.) Max.HP +40.00 HP.reg +4.00 A belt that goes around your waist. |
In off hand | Black Mesh (8 def, 2 armour, 150% power, 120 block) Black Mesh (8 def, 2 armour, 150% power, 120 block)7.0 T3 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 150% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +120 While equipped: Stats +5 Wil dps ---------- On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it ----- def ----- Armour +2 Defense +8 (+2 eff.) Rng.Def +8 (+2 eff.) Fatigue +6% Resists +25% blight +25% darkness ---------- misc Talents +1 Block On block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
Cloak | Sparkmarrow (2 def, 0 armour) Sparkmarrow (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +1 Cun dps ---------- Crit.mult +10.00% Dmg.mod +6% mind Melee Ret 10 mind 10 lightning ----- def ----- Defense +2 (+0 eff.) Resists +6% lightning Phys.save +8 (+4 eff.) Mind.save +6 (+3 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | timebroken cashmere robe of power (0 def, 0 armour) timebroken cashmere robe of power (0 def, 0 armour)2.0 T3 cloth armor [Ego++] Arcane While equipped: Stats +3 Mag +2 Wil dps ---------- Spell.crit +3% Spell.pwr +16 (+8 eff.) Dmg.mod +7% temporal +13% arcane +8% all ----- def ----- Resists +11% all ---------- misc Max.mana +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
manasurge rune (regen 976% over 10 turns; mana 49; cd 12) manasurge rune (regen 976% over 10 turns; mana 49; cd 12)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 976% for 10 turns (0 total) and instantly restoring 49 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Withering Orbs Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Earimnir Earimnir0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +4 Mag +2 Wil +1 Con dps ---------- Crit.mult +5.00% ----- def ----- Mind.save +5 (+2 eff.) Confus- +22% ---------- misc Stam/turn +2.00 Infravis +1 Rings make your fingers look great! |
blighted yew magestaff (120% power, 4 apr, lightning element) blighted yew magestaff (120% power, 4 apr, lightning element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +13 (+7 eff.) Dmg.mod +20% lightning ---------- misc Vim/s.crit +3.00 Max.vim +15.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
steel greatmaul 'Glorydhenor' (134% power, 2 apr) steel greatmaul 'Glorydhenor' (134% power, 2 apr)5.0 T2 greatmaul 2H weapon Reqs Str 16 [Rare] Arcane Power 134% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +12 mind On Hit.r1 +9 fire While equipped: dps ---------- Mind.pwr +10 (+5 eff.) ----- def ----- Resists +9% mind ---------- misc Equi/ret +0.12 Psi/ret +0.04 Max.psi +20.00 Massive two-handed mauls. |
flaming steel mace (107% power, 3 apr) flaming steel mace (107% power, 3 apr)3.0 T2 mace 1H weapon Reqs Str 16 [Ego] Arcane Power 107% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Hit.r1 +7 fire Blunt and deadly. |
flaming steel dagger of daylight (107% power, 6 apr) flaming steel dagger of daylight (107% power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Arcane Power 107% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +7 light Against +7% Undead On Hit.r1 +8 fire Sharp, short and deadly. |
balanced dwarven-steel dagger (112% power, 7 apr) balanced dwarven-steel dagger (112% power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Master Power 112% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: dps ---------- Acc +8 (+2 eff.) ----- def ----- Defense +8 (+2 eff.) Disarm- +32% Sharp, short and deadly. |
runic cured leather sling of acid runic cured leather sling of acid4.0 T2 sling 1H weapon [Ego+] Arcane Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +7 acid On Hit: 10% Arcane Vortex 2 While equipped: Stats +2 Mag dps ---------- Spell.pwr +6 (+3 eff.) Dmg.mod +6% arcane +9% acid Slings are used to hurl stones or metal shots at your foes. |
mindwoven woollen robe of frost (+18%) (0 def, 0 armour) mindwoven woollen robe of frost (+18%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) Dmg.mod +12% cold ----- def ----- Resists +9% all +18% cold Mind.save +16 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven cashmere robe of darkness (+16%) (0 def, 0 armour) spellwoven cashmere robe of darkness (+16%) (0 def, 0 armour)2.0 T3 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+2 eff.) Dmg.mod +11% darkness ----- def ----- Resists +16% darkness +11% all Spell.save +17 (+11 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
hardened leather armour of Eyal (9 def, 6 armour) hardened leather armour of Eyal (9 def, 6 armour)9.0 T3 light armor Reqs Str 16 [Ego+] Nature While equipped: ----- def ----- Armour +6 Defense +9 (+2 eff.) Fatigue +8% Max.HP +26.00 HP.reg +3.00 Heal.mod +12% A suit of armour made of leather. |
hardened leather armour of Toknor (9 def, 6 armour) hardened leather armour of Toknor (9 def, 6 armour)9.0 T3 light armor Reqs Str 16 [Ego+] Master While equipped: dps ---------- Phys.crit +3.0% Crit.mult +14.00% Phys.pwr +7 (+4 eff.) ----- def ----- Armour +6 Defense +9 (+2 eff.) Fatigue +8% A suit of armour made of leather. |
dwarven-steel mail armour 'Mardorin' (3 def, 8 armour) dwarven-steel mail armour 'Mardorin' (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Random Unique] Arcane/Master While equipped: dps ---------- Phys.pwr +5 (+3 eff.) Melee+ 13 acid 13 fire Melee Ret 9 acid 11 fire ----- def ----- Armour +8 Defense +3 (+0 eff.) Fatigue +12% Resists +21% acid +35% fire +6% light +21% lightning HP.reg +2.00 Confus- +20% Stun/Frz- +20% A suit of armour made of mail. |
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. |
hardened leather gloves of dexterity (+3) (0 def, 2 armour) hardened leather gloves of dexterity (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +13 (+3 eff.) ----- def ----- Armour +2 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. |
Galeusher the dwarven-steel gauntlets (0 def, 2 armour) Galeusher the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Res.pen +15% light ----- def ----- Armour +2 Fatigue +3% Resists +30% lightning HP.reg +4.00 ---------- misc Stam/turn +0.90 Max.stam +19.00 Light +3 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. |
6 agate 6 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 spinel 6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ametrine 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. |
6 citrine 6 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. |
4 zircon 4 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. |
2 opal 2 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 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 amethyst 2 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. |
onyx 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. |
2 lapis lazuli 2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+5 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+5 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
103 alchemist agate 103 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. |
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 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. |
Shivermarrow the dwarven-steel torque of mindblast [power 255] (15 cooldown) Shivermarrow the dwarven-steel torque of mindblast [power 255] (15 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +20 (+9 eff.) Res.pen +15% cold On Hit (Melee): * 10% chance to reduce all saves and defense by 21 ----- def ----- Resists +6% mind Blast the opponent's mind dealing 291 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase all damage penetration by 13% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Forbidden Tome: "The Day It Came" Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Achievements
By Goobeer man the Shalore Skirmisher level 10
1st Summertide 122nd year of Ascendancy at 07:18 see stats
By Goobeer man the Shalore Skirmisher level 20
73rd Haze 122nd year of Ascendancy at 03:43 see stats
By Goobeer man the Shalore Skirmisher level 19
23rd Haze 122nd year of Ascendancy at 02:35 see stats
By Goobeer man the Shalore Skirmisher level 21
10th Allure 123rd year of Ascendancy at 21:41 see stats
By Goobeer man the Shalore Skirmisher level 16
59th Dusk 122nd year of Ascendancy at 21:52 see stats
By Goobeer man the Shalore Skirmisher level 8
8th Mirth 122nd year of Ascendancy at 12:09 see stats
By Goobeer man the Shalore Skirmisher level 19
3rd Haze 122nd year of Ascendancy at 20:25 see stats
By Goobeer man the Shalore Skirmisher level 16
59th Dusk 122nd year of Ascendancy at 09:45 see stats
By Goobeer man the Shalore Skirmisher level 21
1st Regrowth 123rd year of Ascendancy at 20:52 see stats
Log
Goobeer man's Shoot hits Cold drake hatchling for 1 cold damage.
Goobeer man's Shoot hits Glorawen the cold drake hatchling for 178 physical, 4 cold (182 total damage).
Goobeer man's Shoot hits Cold drake hatchling for 1 cold damage.
Glorawen the cold drake hatchling fumbles and fails to use Manathrust, injuring himself!
Fumble from Goobeer man hits Glorawen the cold drake hatchling for 167 physical damage.
Talent Disengage is ready to use.
Talent Block is ready to use.
Glorawen the cold drake hatchling stops bleeding.
Glorawen the cold drake hatchling receives 55 healing from Temporal Restoration Field.
Goobeer man shoots!
Glorawen the cold drake hatchling casts Flame.
Goobeer man is on fire!
Goobeer man's Shoot performs a ranged critical strike against Glorawen the cold drake hatchling!
Goobeer man's Shoot hits Cold drake hatchling for 1 cold damage.
Goobeer man's Shoot hits Glorawen the cold drake hatchling for 192 physical, 4 cold (196 total damage).
Goobeer man's Shoot hits Cold drake hatchling for 1 cold damage.
Glorawen the cold drake hatchling hits Goobeer man for (0 flat reduction), 108 fire (108 total damage).
Burning from Glorawen the cold drake hatchling hits Goobeer man for (0 flat reduction), 36 fire (36 total damage).
Glorawen the cold drake hatchling casts Lightning.
Glorawen the cold drake hatchling's spell attains critical power!
Glorawen the cold drake hatchling hits Goobeer man for (0 flat reduction), 169 lightning (169 total damage).
The fabric of time around Glorawen the cold drake hatchling returns to normal.
Goobeer man shoots!
Goobeer man's Shoot hits Glorawen the cold drake hatchling for 113 physical damage.
Talent Trained Reactions is ready to use.
Talent Infusion: Movement is ready to use.
Burning from Glorawen the cold drake hatchling hits Goobeer man for (0 flat reduction), 36 fire (36 total damage).
Goobeer man the level 21 shalore skirmisher was roasted to death by Glorawen the cold drake hatchling on level 4 of Daikara.