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 | 19 / 53% |
Size | medium |
Lifes / Deaths | Killed by Betomira the thief at level 10 on the 2nd Flare 122nd year of Ascendancy at 03:28 2 / 4Killed by thought-forged warrior at level 19 on the 78th Haze 122nd year of Ascendancy at 18:27 Killed by Emyriavea the sandworm at level 19 on the 78th Haze 122nd year of Ascendancy at 21:27 Killed by I will win at level 19 on the 78th Haze 122nd year of Ascendancy at 22:40 |
Primary Stats
Strength | 17 (base 12) |
Dexterity | 54 (base 47) |
Constitution | 22 (base 10) |
Magic | 17 (base 10) |
Willpower | 27 (base 11) |
Cunning | 47 (base 36) |
Resources
Life | 430/430 |
Mana | 293/293 |
Stamina | 172/206 |
Healing Factor | 1.3724166372473 |
Regeneration | 18.857288367922 |
Speed
Mental | -1.1102230246252E-14% |
Attack | 0% |
Movement | -59.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
Offense: Mainhand
Damage | 64 |
Accuracy | 56 |
Crit Chance | 40% |
APR | 9 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 17 |
Crit Chance | 17% |
Speed | 1 |
Offense: Mind
Mindpower | 42 |
Crit Chance | 32% |
Speed | 1 |
Offense: Damage Bonus
Acid | +8% |
Nature | +9% |
Cold | +3% |
Lightning | +4% |
Fire | +6% |
All | 0% |
Offense: Damage Penetration
Lightning | +13% |
Nature | +16% |
Darkness | +31% |
Mind | +31% |
Cold | +25% |
All | +6% |
Defense: Base
Armour (hardiness) | 27 (48.594633868923%) |
Defense | 44 |
Ranged Defense | 44 |
Fatigue | 1.9238052216851 |
Physical Save | 23 |
Spell Save | 15 |
Mental Save | 39 |
Defense: Resistances
Acid | + 21%( 70%) |
Blight | + 14%( 70%) |
Arcane | + 14%( 70%) |
Cold | + 30%( 70%) |
All | + 9%( 70%) |
Darkness | + 14%( 70%) |
Light | + 14%( 70%) |
Temporal | + 20%( 70%) |
Fire | + 18%( 70%) |
Lightning | + 23%( 70%) |
Defense: Immunities
Disarm Resistance | 21% |
Stun Resistance | 20% |
Pinning Resistance | 40% |
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 541% 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 Cunning 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: HealingUse 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 instantly heal yourself for 156 then cleanse 1 wound, poison, and disease effect. 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 |
| 3/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Cunning / Called Shots | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Skirmisher - Slings | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Buckler Training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
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 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 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. | active |
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 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 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: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed length of troll intestine. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * You've found the needed chunk of ghoul flesh. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed honey tree root. * '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.' * You've found the needed bloated horror heart. 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 orc heart. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * '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.' | 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 within11 lumberjacks have died. | done |
Equipment
On feet | Emigarekira the pair of dwarven-steel boots (0 def, 9 armour) Emigarekira the pair of dwarven-steel boots (0 def, 9 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Str +2 Dex dps ---------- Res.pen +20% mind ----- def ----- Armour +9 Fatigue +3% Resists +7% acid +7% fire +6% cold +5% arcane +10% lightning ---------- misc Light +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | high-capacity pouch of dwarven-steel shots of crippling (54/54, 135% power, 3 apr) high-capacity pouch of dwarven-steel shots of crippling (54/54, 135% power, 3 apr)3.0 T3 shot ammo [Ego+] Master Power 136% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +3 Crit +14.0% Capacity 54 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: ---------- misc Reload +2 Shots are used with slings to pummel your foes to death. |
Light source | Nitoregorath the Glitterfury Nitoregorath the Glitterfury1.0 T3 lite [Rare] Nature While equipped: ----- def ----- Resists +6% light +6% darkness Phys.save +8 (+4 eff.) Mind.save +15 (+5 eff.) Heal.mod +13% ---------- misc Equi/ret +0.16 Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Voidbile (0 def, 3 armour) Voidbile (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +5 Mag +5 Wil +9 Con dps ---------- On Hit (Melee): * 10% chance to reduce damage dealt by 22% ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
On hands | Carrionzephyr, (0 def, 2 armour) Carrionzephyr, (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Nature/Psionic While equipped: dps ---------- Melee+ 7 acid 6 lightning Dmg.mod +5% acid +9% nature +4% lightning Res.pen +10% nature Melee Ret 2 nature ----- def ----- Armour +2 Resists +6% acid +5% lightning HP.reg +3.00 ---------- misc Stam/turn +0.70 Max.stam +10.00 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. |
Tool | focusing dwarven-steel torque of mindblast [power 240] (15 cooldown) focusing dwarven-steel torque of mindblast [power 240] (15 cooldown)2.0 T3 torque charm [Ego+] Psionic Blast the opponent's mind dealing 240 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | warrior's copper ring of tenacity warrior's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Max.HP +21.00 Disarm- +21% Pinning- +20% Knockbk- +20% Rings make your fingers look great! |
On fingers | titan's steel ring of perseverance titan's steel ring of perseverance0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) HP.reg +3.00 Stun/Frz- +20% Rings make your fingers look great! |
Around neck | stabilizing steel amulet of cunning (+3) stabilizing steel amulet of cunning (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +12% temporal Pinning- +20% Knockbk- +20% Amulets make your neck look great! |
In main hand | Eclipsebreeze the cured leather sling Eclipsebreeze the cured leather sling4.0 T2 sling 1H weapon [Random Unique] Nature/Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 On Crit.r2 +5 lightning +6 cold While equipped: dps ---------- Phys.crit +2.0% Mov.spd +21% Dmg.mod +3% cold Res.pen +7% lightning +19% cold +25% darkness +6% all Acc +16 (+4 eff.) Apr +6 Slings are used to hurl stones or metal shots at your foes. |
Around waist | hardened leather belt 'Singewoe' hardened leather belt 'Singewoe'1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Dex +2 Wil +3 Cun dps ---------- Phys.crit +8.0% Mind.crit +8% Mind.pwr +30 (+10 eff.) Dmg.mod +6% fire On Hit (Melee): * 10% chance to reduce damage dealt by 22% ----- def ----- Resists +3% fire ---------- misc Equi/ret +0.04 A belt that goes around your waist. |
In off hand | dwarven-steel shield of cold resistance (+17%) (0 def, 6 armour, 138% power, 84 block) dwarven-steel shield of cold resistance (+17%) (0 def, 6 armour, 138% power, 84 block)7.0 T3 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 138% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +84 While equipped: ----- def ----- Armour +6 Fatigue +8% Resists +17% cold ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | Bethorianor the cashmere cloak (2 def, 0 armour) Bethorianor the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +4 Cun +6 Wil dps ---------- Mind.crit +7% Dmg.mod +3% acid Res.pen +5% mind Melee Ret 6 mind ----- def ----- Defense +2 (+0 eff.) Mind.save +18 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | woollen robe of life (0 def, 0 armour) woollen robe of life (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +6% blight +9% all Max.HP +40.00 HP.reg +1.60 Heal.mod +14% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion of the sneak (heal 149; cd 13) healing infusion of the sneak (heal 149; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 149 then cleanse 1 wound, poison, and disease effect. 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. Press to compare to your current inscriptions |
shatter afflictions rune of the duelist (absorb 74; cd 22) shatter afflictions rune of the duelist (absorb 74; cd 22)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd 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 74 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
Ematira the Sewershaper (169% power, 3 apr) Ematira the Sewershaper (169% power, 3 apr)5.0 T4 greatmaul 2H weapon Reqs Str 35 [Random Unique] Disrupt/Master/Psionic Power 170% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% Melee+ +14 darkness Against +19% Living +13% Unnatural On Hit: * 20% chance to slow global speed by 54% * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: dps ---------- Phys.crit +13.0% Crit.mult +42.00% Apr +13 ----- def ----- Resists +3% acid +9% fire +9% cold Spell.save +9 (+7 eff.) Massive two-handed mauls. |
ash longbow ash longbow4.0 T2 longbow 2H weapon [Normal] Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Longbows are used to shoot arrows at your foes. |
enhanced cured leather sling of enduring enhanced cured leather sling of enduring4.0 T2 sling 1H weapon [Ego++] Nature Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: Stats +5 Str +3 Dex +3 Mag +10 Wil +5 Cun +10 Con ----- def ----- Max.HP +27.00 Slings are used to hurl stones or metal shots at your foes. |
pouch of steel shots (16/16, 121% power, 2 apr) pouch of steel shots (16/16, 121% power, 2 apr)3.0 T2 shot ammo [Normal] Power 122% 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 16 Shots are used with slings to pummel your foes to death. |
pouch of steel shots of persecution (19/19, 118% power, 2 apr) pouch of steel shots of persecution (19/19, 118% power, 2 apr)3.0 T2 shot ammo [Ego] Disrupt Power 118% 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 19 Against +6% Unnatural +6% Unliving Shots are used with slings to pummel your foes to death. |
steel mail armour of spell shielding (2 def, 6 armour) steel mail armour of spell shielding (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Ego] Arcane While equipped: ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +12% Resists +6% arcane Spell.save +10 (+7 eff.) A suit of armour made of mail. |
prismatic steel plate armour of resilience (0 def, 9 armour) prismatic steel plate armour of resilience (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training Str 28 [Ego] Arcane/Nature While equipped: ----- def ----- Armour +9 Fatigue +22% Resists +12% light +10% darkness Max.HP +25.00 A suit of armour made of metal plates. |
radiant steel plate armour of the deep (0 def, 11 armour) radiant steel plate armour of the deep (0 def, 11 armour)17.0 T2 massive armor Reqs Massive armour training Str 28 [Ego++] Nature While equipped: Stats +2 Wil ----- def ----- Armour +11 Fatigue +22% Resists +10% blight +6% cold +12% darkness +6% acid ---------- misc Light +1 Breathe water A suit of armour made of metal plates. |
Voidshaper the dwarven-steel plate armour (0 def, 11 armour) Voidshaper the dwarven-steel plate armour (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training Str 35 [Rare] Master While equipped: Stats +5 Str +4 Con dps ---------- Dmg.mod +6% mind Melee Ret 8 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 22% ----- def ----- Armour +11 Fatigue +22% Resists +12% darkness Max.HP +46.00 A suit of armour made of metal plates. |
blurring rough leather belt of unlife blurring rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane/Master While equipped: ----- def ----- Defense +9 (+3 eff.) Resists +5% blight Stealth +5 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Belimina (2 def, 4 armour) Belimina (2 def, 4 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Cun +2 Dex ----- def ----- Armour +4 Defense +2 (+0 eff.) Resists +6% acid +12% fire HP.reg +4.00 Confus- +20% Stun/Frz- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Frozennight (0 def, 9 armour) Frozennight (0 def, 9 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Melee Ret 4 cold ----- def ----- Armour +9 Resists +2% physical Max.HP +80.00 Teleport- +20% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Infravis +2 A pair of boots made of leather. |
pair of hardened leather boots 'Yvyra' (0 def, 9 armour) pair of hardened leather boots 'Yvyra' (0 def, 9 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +5 Str dps ---------- Phys.crit +4.0% Phys.pwr +5 (+3 eff.) Res.pen +25% physical Apr +6 ----- def ----- Armour +9 Resists +2% physical ---------- misc Max.stam +20.00 A pair of boots made of leather. |
Kindleobeisance the cashmere wizard hat (2 def, 0 armour) Kindleobeisance the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Mind.crit +3% Crit.mult +15.00% Dmg.mod +12% acid +9% fire ----- def ----- Defense +2 (+0 eff.) Resists +11% fire +7% cold ---------- misc Equi/ret +0.16 A pointy cloth hat, very wizardly... |
Zaniduzor (2 def, 8 armour) Zaniduzor (2 def, 8 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +2 Mag dps ---------- Dmg.mod +15% fire ----- def ----- Armour +8 Defense +2 (+0 eff.) Resists +12% mind +22% fire Confus- +20% Teleport- +10% A pointy cloth hat, very wizardly... |
miner's dwarven-steel helm of trickery (0 def, 6 armour) miner's dwarven-steel helm of trickery (0 def, 6 armour)3.0 T3 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Apr +5 ----- def ----- Armour +6 Fatigue +4% ---------- misc Infravis +2 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. |
spinel 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. |
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. |
2 citrine 2 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. |
3 aquamarine 3 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz 4 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 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
amethyst 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. |
emerald 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. |
garnet garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
66 alchemist agate 66 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. |
alchemist's lamp alchemist's lamp1.0 T3 lite [Normal] While equipped: ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
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. |
Achievements
By I will win the Shalore Skirmisher level 10
4th Dusk 122nd year of Ascendancy at 01:24 see stats
By I will win the Shalore Skirmisher level 10
1st Flare 122nd year of Ascendancy at 20:33 see stats
By I will win the Shalore Skirmisher level 10
2nd Flare 122nd year of Ascendancy at 18:38 see stats
By I will win the Shalore Skirmisher level 16
67th Haze 122nd year of Ascendancy at 06:10 see stats
By I will win the Shalore Skirmisher level 19
78th Haze 122nd year of Ascendancy at 22:40 see stats
Log
Emyriavea the sandworm hits I will win for (20 flat reduction), (55 reacted , -6 stam), 118 physical (118 total damage).
I will win the level 19 shalore skirmisher was crushed to death by Emyriavea the sandworm on level 1 of Sandworm lair.
You have 2 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Emyriavea the sandworm killed I will win!
Saving game...
Resting starts...
Talent Tumble is ready to use.
Talent Rune: Shatter Afflictions is ready to use.
Talent Block is ready to use.
Talent Infusion: Healing is ready to use.
Talent Trained Reactions is ready to use.
Talent Kneecapper is ready to use.
I will win activates Trained Reactions.
Talent Noggin Knocker is ready to use.
Talent Counter Shot is ready to use.
Talent Pace Yourself is ready to use.
Talent Apply Poison is ready to use.
I will win activates Counter Shot.
I will win activates Pace Yourself.
I will win activates Apply Poison.
Talent Secrets of the Eternals is ready to use.
I will win activates Secrets of the Eternals.
Rested for 38 turns (stop reason: all resources and life at maximum).
Saving done.
Ran for 2 turns (stop reason: interesting character).
Personal New Achievement: Utterly Destroyed (Insane (Adventure) difficulty)!