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 | 18 / 71% |
Size | big |
Lifes / Deaths | Killed by skeleton magus at level 7 on the 5th Mirth 122nd year of Ascendancy at 23:40 1 / 4Killed by Xadath the large brown snake at level 11 on the 2nd Summertide 122nd year of Ascendancy at 23:10 Killed by Xadath the large brown snake at level 11 on the 3rd Summertide 122nd year of Ascendancy at 00:13 Killed by I beat insane here at level 18 on the 68th Dusk 122nd year of Ascendancy at 11:04 |
Primary Stats
Strength | 10 (base 12) |
Dexterity | 46 (base 42) |
Constitution | 22 (base 10) |
Magic | 13 (base 10) |
Willpower | 23 (base 11) |
Cunning | 47 (base 42) |
Resources
Life | 421/421 |
Mana | 267/267 |
Stamina | 148/148 |
Healing Factor | 1.4224166372473 |
Regeneration | 0.35560415931181 |
Speed
Mental | -1.1102230246252E-14% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +92.742314256981% |
Vision
Sight | 12 |
Lite | 6 |
Infravision | 7 |
See Stealth | 6 |
See Invisible | 12 |
Offense: Mainhand
Damage | 73 |
Accuracy | 52 |
Crit Chance | 32% |
APR | 2 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 13 |
Crit Chance | 24% |
Speed | 1 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 23% |
Speed | 1 |
Offense: Damage Bonus
Arcane | +6% |
Darkness | +11% |
Cold | +6% |
All | 0% |
Offense: Damage Penetration
Blight | +5% |
Acid | +15% |
Cold | +10% |
Defense: Base
Armour (hardiness) | 36.683544434606 (62.07905162586%) |
Defense | 50 |
Ranged Defense | 50 |
Fatigue | 10.923805221685 |
Physical Save | 29 |
Spell Save | 33 |
Mental Save | 33 |
Defense: Resistances
Cold | + 33%( 70%) |
Lightning | + 6%( 70%) |
Nature | + 23%( 70%) |
Darkness | + 48%( 70%) |
Blight | + 3%( 70%) |
Physical | + 3%( 70%) |
Fire | + 3%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Disarm Resistance | 25% |
Bleed Resistance | 50% |
Confusion Resistance | 26% |
Pinning Resistance | 26% |
Knockback Resistance | 20% |
Instadeath Resistance | 100% |
Blind Resistance | 40% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 136 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 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 67 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 564% 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 |
| 3/5 |
| 1/5 |
| 1/5 |
Cunning / Called Shots | 1.46 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Buckler Training | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 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 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
talent | Pace Yourself |
talent | Apply Poison |
talent | Trained Reactions |
Quests
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 injured seer to the recall portal on level 3 of Scintillating Caves. Escort: injured seer (level 3 of Scintillating Caves)As a reward you improved talent Vision (+1 level(s)). | done |
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 Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Misdirection (+1 level(s)). | 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. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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 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 has completed an elixir of the fox without your aid. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed ritch stinger. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed black mamba head. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed green worm. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Equipment
On feet | pair of rough leather boots 'Xeroldawen' (0 def, 1 armour) pair of rough leather boots 'Xeroldawen' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Wil +4 Cun +2 Con dps ---------- Res.pen +15% acid Melee Ret 2 mind ----- def ----- Armour +1 Phys.save +11 (+5 eff.) Mind.save +10 (+5 eff.) ---------- misc Max.psi +20.00 A pair of boots made of leather. |
Quiver | deadly pouch of steel shots of crippling (14/14, 127% power, 2 apr) deadly pouch of steel shots of crippling (14/14, 127% power, 2 apr)3.0 T2 shot ammo [Ego+] Master Power 127% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +2 Crit +9.5% Capacity 14 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
Light source | Isemithra Isemithra2.0 T1 lite [Rare] Master While equipped: ----- def ----- Armour +6 Defense +15 (+5 eff.) Resists +6% lightning +3% blight Spell.save +6 (+3 eff.) ---------- 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 | hardened leather cap of the depths (0 def, 3 armour) hardened leather cap of the depths (0 def, 3 armour)2.0 T3 head armor [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +10% cold ---------- misc Breathe water A cap made of leather. |
On hands | rough leather gloves of dexterity (+3) (0 def, 1 armour) rough leather gloves of dexterity (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +11 (+4 eff.) ----- def ----- Armour +1 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. |
Tool | elm totem of healing [power 110] (15 cooldown) elm totem of healing [power 110] (15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | Floewind Floewind0.1 T2 ring jewelry [Random Unique] Arcane/Psionic While equipped: dps ---------- Mind.crit +2% Dmg.mod +11% darkness +6% cold Res.pen +10% cold ----- def ----- Resists +22% darkness +3% cold Mind.save +5 (+3 eff.) Blind- +24% Confus- +26% ---------- misc Max.hate +2.00 Infravis +4 See.Stealth +6 See.Invis +5 Rings make your fingers look great! |
On fingers | steel ring 'Bleakmaster' steel ring 'Bleakmaster'0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +1 Wil +4 Con dps ---------- Spell.crit +3% Dmg.mod +6% arcane Res.pen +5% blight ----- def ----- Resists +3% darkness Phys.save +16 (+8 eff.) Spell.save +7 (+3 eff.) Mind.save +8 (+4 eff.) Max.HP +24.00 Disarm- +25% Pinning- +26% Knockbk- +20% Rings make your fingers look great! |
Around neck | steel amulet 'Elithra' steel amulet 'Elithra'0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: ----- def ----- Resists +3% darkness +3% fire Spell.save +9 (+4 eff.) Heal.mod +12% Blind- +16% Cut- +50% ---------- misc Infravis +3 Sight +2 See.Invis +7 Masteries +0.16 Cunning/Called Shots Heal: Puts all charms on 35 cooldown Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 182 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
In main hand | rough leather sling of enduring rough leather sling of enduring4.0 T1 sling 1H weapon [Ego+] Nature Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 While equipped: Stats +6 Con +5 Wil ----- def ----- Max.HP +11.00 Slings are used to hurl stones or metal shots at your foes. |
Around waist | Zuzilastir Zuzilastir1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Crit.mult +5.00% Phys.pwr +13 (+4 eff.) ----- def ----- Resists +3% nature +3% physical Spell.save +12 (+6 eff.) Heal.mod +20% ---------- misc Size +1 A belt that goes around your waist. |
In off hand | Wrathroot's Barkwood (9 def, 10 armour, 125% power, 60 block) Wrathroot's Barkwood (9 def, 10 armour, 125% power, 60 block)7.0 T2 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 125% Range: 1.4x Uses 150% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +60 While equipped: ----- def ----- Armour +10 Defense +9 (+3 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
Cloak | resilient linen cloak of the Shaloren (1 def, 0 armour) resilient linen cloak of the Shaloren (1 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane/Nature While equipped: Stats +1 Mag +1 Wil ----- 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. |
Main armor | rough leather armour of Toknor (3 def, 2 armour) rough leather armour of Toknor (3 def, 2 armour)9.0 T1 light armor [Ego+] Master While equipped: dps ---------- Phys.crit +3.0% Crit.mult +11.00% Phys.pwr +5 (+2 eff.) ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
Inventory
wild infusion of the psychic (res 24%; magical; dur 2; cd 15) wild infusion of the psychic (res 24%; magical; dur 2; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 24% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 25%; mental; dur 2; cd 11) wild infusion of the sneak (res 25%; mental; dur 2; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 25% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune (range 4; phase 14; cd 18) blink rune (range 4; phase 14; cd 18)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 18 Travel.spd 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 14%, your defense is increased by 14 and all your resistances by 14%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Glutira Glutira0.1 T3 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +12% acid Res.pen +10% mind ----- def ----- Armour +5 Defense +7 (+2 eff.) Resists +15% mind Res.Cap +4% all Phys.save +12 (+6 eff.) Amulets make your neck look great! |
marksman's steel ring of nature (+20%) marksman's steel ring of nature (+20%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +10% nature Acc +6 (+2 eff.) ----- def ----- Resists +20% nature Rings make your fingers look great! |
steel ring steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
acidic steel battleaxe of daylight (125% power, 2 apr) acidic steel battleaxe of daylight (125% power, 2 apr)3.0 T2 battleaxe 2H weapon Reqs Str 16 [Ego] Arcane Power 125% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +12 light Against +7% Undead On Crit: * Splash the target with acid dealing 17 damage over 5 turns and reducing armor and accuracy by 3 Massive two-handed battleaxes. |
dwarven-steel greatmaul (147% power, 2 apr) dwarven-steel greatmaul (147% power, 2 apr)5.0 T3 greatmaul 2H weapon Reqs Str 24 [Normal] Power 147% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Massive two-handed mauls. |
dwarven-steel greatsword (143% power, 2 apr) dwarven-steel greatsword (143% power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Normal] Power 144% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Massive two-handed swords. |
dwarven-steel greatsword 'Sewerwedge' (148% power, 2 apr) dwarven-steel greatsword 'Sewerwedge' (148% power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Rare] Disrupt Power 149% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Against +10% Unnatural On Crit.r2 +16 mind While equipped: Stats +5 Wil dps ---------- Dmg.mod +15% mind On Hit (Melee): * 20% chance to slow global speed by 44% ----- def ----- Resists +6% nature Massive two-handed swords. |
arcing steel waraxe of paradox (107% power, 3 apr) arcing steel waraxe of paradox (107% power, 3 apr)3.0 T2 waraxe 1H weapon Reqs Str 16 [Ego] Arcane Power 107% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +6 temporal On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: ----- def ----- Resists +7% temporal One-handed war axes. |
dwarven-steel waraxe 'Blacksmasher' (120% power, 4 apr) dwarven-steel waraxe 'Blacksmasher' (120% power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Rare] Nature Power 121% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +5 nature On Hit.r1 +12 darkness +4 mind While equipped: dps ---------- On Hit (Melee): * 10% chance to reduce damage dealt by 16% ----- def ----- Resists +3% nature Confus- +10% Teleport- +20% One-handed war axes. |
steel dagger of erosion (104% power, 6 apr) steel dagger of erosion (104% power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Nature Power 105% 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+ +6 nature Sharp, short and deadly. |
warbringer's steel dagger of massacre (115% power, 6 apr) warbringer's steel dagger of massacre (115% power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Master Power 115% 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% While equipped: Stats +2 Con dps ---------- Phys.pwr +6 (+2 eff.) Res.pen +7% physical ----- def ----- Disarm- +12% Sharp, short and deadly. |
warbringer's steel dagger of vileness (108% power, 6 apr) warbringer's steel dagger of vileness (108% power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Arcane/Master Power 108% 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+ +6 blight On Hit: * 9% chance to reduce strength, dexterity, and constitution by 8 While equipped: Stats +2 Con dps ---------- Phys.pwr +6 (+2 eff.) Res.pen +5% physical ----- def ----- Disarm- +13% Sharp, short and deadly. |
barbed quiver of yew arrows (18/18, 157% power, 10 apr) barbed quiver of yew arrows (18/18, 157% power, 10 apr)3.0 T3 arrow ammo [Ego+] Master Power 157% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +10.0% Capacity 18 On Crit: * Wound the target dealing 158 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
pouch of steel shots (21/21, 125% power, 2 apr) pouch of steel shots (21/21, 125% power, 2 apr)3.0 T2 shot ammo [Normal] Power 125% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 21 Shots are used with slings to pummel your foes to death. |
Eel-skin armour (16 def, 0 armour) Eel-skin armour (16 def, 0 armour)9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+5 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 25 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 36.65 to 109.95 lightning damage (73.30 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
cured leather armour of command (14 def, 8 armour) cured leather armour of command (14 def, 8 armour)9.0 T2 light armor Reqs Str 14 [Ego+] Psionic While equipped: Stats +2 Cun ----- def ----- Armour +8 Defense +14 (+5 eff.) Fatigue +7% Mind.save +12 (+6 eff.) A suit of armour made of leather. |
Thunderidol the dwarven-steel plate armour (0 def, 13 armour) Thunderidol the dwarven-steel plate armour (0 def, 13 armour)17.0 T3 massive armor Reqs Massive armour training Str 35 [Random Unique] Nature/Master While equipped: ----- def ----- Armour +13 Fatigue +22% Resists +32% acid +16% cold Blind- +10% Pinning- +20% ---------- misc Breathe water A suit of armour made of metal plates. |
Betatha Betatha1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% mind ----- def ----- Defense +5 (+2 eff.) Resists +6% blight +6% mind Max.HP +40.00 Confus- +20% Knockbk- +10% ---------- misc Max.psi +10.00 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
cashmere cloak 'Viperfury' (2 def, 0 armour) cashmere cloak 'Viperfury' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- On Hit (Melee): * 10% chance to slow global speed by 44% ----- def ----- Defense +2 (+1 eff.) Resists +6% acid +3% fire +9% darkness +6% temporal Spell.save +3 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of dwarven-steel boots 'Bikhad' (0 def, 4 armour) pair of dwarven-steel boots 'Bikhad' (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +6 Wil ----- def ----- Armour +4 Fatigue +3% Resists +8% lightning +7% temporal ---------- misc Hate/m.crit +2.00 Max.psi +50.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
polar hardened leather gloves (0 def, 2 armour) polar hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 7 cold Dmg.mod +5% cold ----- def ----- Armour +2 Resists +7% cold 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 dwarven-steel gauntlets (0 def, 2 armour) scouring dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Disrupt While equipped: dps ---------- On Melee Ret: * 19 arcane resource burn ----- def ----- Armour +2 Fatigue +3% Spell.save +11 (+5 eff.) 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. |
Ragotir the rough leather cap (0 def, 2 armour) Ragotir the rough leather cap (0 def, 2 armour)2.0 T1 head armor [Rare] Master While equipped: ----- def ----- Armour +2 Fatigue +1% Resists +1% physical +3% fire Max.HP +40.00 Heal.mod +5% Disarm- +20% ---------- misc Infravis +2 A cap made of leather. |
bladed hardened leather cap of might (0 def, 3 armour) bladed hardened leather cap of might (0 def, 3 armour)2.0 T3 head armor [Ego++] Master While equipped: Stats +6 Str +3 Con dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Armour +3 Fatigue +3% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 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 24.0 Physical damage. If the attack hits, the target is confused (38% 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 cap made of leather. |
Bethayavea (30 def, 11 armour) Bethayavea (30 def, 11 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Dex dps ---------- Phys.crit +3.0% Acc +10 (+3 eff.) ----- def ----- Armour +11 Defense +30 (+10 eff.) Fatigue +4% Silence- +20% ---------- misc Infravis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
stabilizing dwarven-steel helm (0 def, 4 armour) stabilizing dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +4 Fatigue +4% Phys.save +13 (+6 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
5 agate 5 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. |
3 spinel 3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 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. |
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. |
4 citrine 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. |
7 zircon 7 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. |
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. |
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. |
155 alchemist agate 155 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. |
yew totem of healing 'Hathideldil' [power 284] (15 cooldown) yew totem of healing 'Hathideldil' [power 284] (15 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: Stats +5 Con ----- def ----- Resists +6% fire +5% arcane +6% light Max.HP +100.00 Heal yourself and all friendly characters within 10 spaces for 284 Puts all charms on 15 cooldown 100% to reduce fatigue by 23% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
yew totem of stinging [power 260] (15 cooldown) yew totem of stinging [power 260] (15 cooldown)2.0 T3 totem charm [Ego] Nature Sting an enemy dealing 260 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
By I beat insane here the Shalore Skirmisher level 12
9th Dusk 122nd year of Ascendancy at 03:16 see stats
By I beat insane here the Shalore Skirmisher level 10
10th Mirth 122nd year of Ascendancy at 17:01 see stats
By I beat insane here the Shalore Skirmisher level 17
57th Dusk 122nd year of Ascendancy at 23:59 see stats
By I beat insane here the Shalore Skirmisher level 9
9th Mirth 122nd year of Ascendancy at 19:28 see stats
By I beat insane here the Shalore Skirmisher level 16
48th Dusk 122nd year of Ascendancy at 13:46 see stats
Log
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
Saving game...
Saving done.