













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! Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
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. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Higher |
Class | Wyrmic |
Level / Exp | 41 / 51% |
Size | big |
Lifes / Deaths | Killed by orc corruptor at level 13 on the 34th Dusk 122nd year of Ascendancy at 10:41 1 / 7Killed by Betharerin the gigantic gravity worm at level 16 on the 50th Regrowth 123rd year of Ascendancy at 15:12 Killed by faerlhing at level 22 on the 54th Pyre 123rd year of Ascendancy at 04:28 Killed by Grand Corruptor at level 28 on the 60th Dusk 123rd year of Ascendancy at 20:12 Killed by elder vampire at level 29 on the 23rd Haze 123rd year of Ascendancy at 03:25 Killed by Doomed Shade of Rouge The Bat at level 41 on the 51st Regrowth 125th year of Ascendancy at 18:01 Killed by Doomed Shade of Rouge The Bat at level 41 on the 51st Regrowth 125th year of Ascendancy at 20:29 |
Antimagic | Follower |
Primary Stats
Strength | 79 (base 62) |
Dexterity | 19 (base 11) |
Constitution | 59 (base 25) |
Magic | 24 (base 16) |
Willpower | 115.64621353983 (base 60) |
Cunning | 62.911553384957 (base 40) |
Resources
Life | -36/1865 |
Equilibrium | 48 |
Healing Factor | 1.7136014771936 |
Regeneration | 47.43752730509 |
Speed
Mental | +7.19567306876% |
Attack | +7.19567306876% |
Movement | -22.32559953683% |
Spell | 0% |
Global | +100% |
Vision
Sight | 13 |
Lite | 6 |
Infravision | 4 |
See Invisible | 9 |
ESP Range | 4 |
ESP Kinds | animal/canine, dragon |
Offense: Mainhand
Damage | 97 |
Accuracy | 59 |
Crit Chance | 47% |
APR | 47 |
Speed | 0.93 |
Offense: Offhand
Damage | 92 |
Accuracy | 59 |
Crit Chance | 46% |
APR | 56 |
Speed | 0.93 |
Offense: Spell
Spellpower | 8.3333333333333 |
Crit Chance | 27% |
Speed | 1 |
Offense: Mind
Mindpower | 68 |
Crit Chance | 49% |
Speed | 0.93287347462109 |
Offense: Damage Bonus
Acid | +49% |
Blight | +22% |
Physical | +30% |
Cold | +22% |
All | 0% |
Darkness | +37% |
Lightning | +50% |
Mind | +5% |
Fire | +37% |
Nature | +42% |
Offense: Damage Penetration
Cold | +33% |
Lightning | +41% |
Acid | +48% |
Darkness | +53% |
Blight | +33% |
Physical | +33% |
Fire | +33% |
Nature | +33% |
Defense: Base
Armour (hardiness) | 95.960476688973 (100%) |
Defense | 32 |
Ranged Defense | 32 |
Fatigue | 44 |
Physical Save | 50 |
Spell Save | 50 |
Mental Save | 65 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 31%( 70%) |
Arcane | + 46%( 70%) |
Cold | + 50%( 70%) |
All | + 32%( 70%) |
Lightning | + 70%( 70%) |
Light | + 38%( 70%) |
Physical | + 70%( 70%) |
Mind | + 42%( 70%) |
Darkness | + 43%( 70%) |
Fire | + 54%( 70%) |
Nature | + 64%( 70%) |
Defense: Immunities
Knockback Resistance | 66% |
Stun Resistance | 17% |
Instadeath Resistance | 100% |
Blind Resistance | 51% |
Inscriptions (4/5)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 651 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 2.5 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 34 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -201 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 402 life, 10 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: 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 34% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Class Talents
Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Wild-gift / Sand drake aspect | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Wild-gift / Venom drake aspect | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
Wild-gift / Fungus | 1.10 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.20 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
talent | Elemental Harmony |
talent | Psiblades |
talent | Icy Skin |
talent | Meditation |
detrimental effect | The target is stunned, reducing damage by 50%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents cooldown twice as slow. Stunned |
beneficial effect | You gain 30% resistance against acid, nature and lightning. Resolve |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | The target is poisoned and sick, doing 183.33 nature damage per turn. Each time it tries to use a talent there is 34% chance of failure. Crippling Poison |
beneficial effect | Increases all resists by 9%. Elemental Harmony |
detrimental effect | Zone-wide effect: +10% critical chance, +20% critical damage, -20% nature and blight resistance. Sinister Aura |
detrimental effect | The target is pinned to the ground, unable to move. Pinned to the ground |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 7 of Dreadfell. Escort: lone alchemist (level 7 of Dreadfell)As a reward you improved Willpower by +5. | done |
You failed to protect the lost defiler from death by skeleton warrior. Escort: lost defiler (level 8 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You failed to protect the temporal explorer from death by multi-hued drake. Escort: temporal explorer (level 1 of Dreadfell) | failed |
You failed to protect the temporal explorer from death by skeleton assassin. Escort: temporal explorer (level 2 of Dreadfell) | 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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 424. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | failed |
Equipment
On feet | ![]() 3.0 Encumbrance T3 feet armor [Ego++] Nature/Master While equipped: Stats +5 Str +5 Con offense ------ Damage +8% physical defense ------ Armor +4 Fatigue +3% Life Regen +5.00 Healmod +14% other ------- Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 Encumbrance T3 lite [Ego+] Nature/Psionic While equipped: Stats +10 Wil offense ------ Physical Crit +4.0% Critical power +13.00% Physical Power +7 (+2 eff.) Damage +5% mind other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 Encumbrance T5 head armor [Unique] Master While equipped: defense ------ Armor +20 Fatigue +12% Resistance +15% acid +15% physical +15% cold +15% lightning +15% fire Physical save +12 (+4 eff.) Spell save +12 (+4 eff.) Mind save +12 (+3 eff.) other ------- Telepathy Dragon Traces of a dragon's power still remain in this bleached and cracked skull. |
On hands | ![]() 1.5 Encumbrance T2 hands armor [Ego++] Disrupt/Psionic While equipped: Stats +4 Cun offense ------ Accuracy +7 (+4 eff.) When Hit: * 18 arcane resource burn defense ------ Armor +2 Fatigue +3% Resistance +7% darkness Spell save +13 (+4 eff.) other ------- Infravision +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 turn cooldown Effective talent level: 3.5 Power cost 15 out of 15/15. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 23 for 6 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 Encumbrance T5 totem charm [Rare] Nature While equipped: offense ------ When Hit 6 darkness defense ------ Resistance +9% acid +9% light +15% blight +15% lightning +18% nature +5% arcane Summon a resilient tentacle up to 5 spaces away for 12 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1331 Base Damage: 567 Armor: 38 All Resist: 40 Puts all charms on 25 turn cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: Stats +4 Mag +2 Wil +10 Con offense ------ Damage +15% fire defense ------ Resistance +21% acid +6% fire Physical save +14 (+5 eff.) other ------- Light +3 See Invisibility +9 Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: offense ------ Damage +16% lightning +15% darkness +12% acid Ignore resists +20% darkness +5% acid When Hit 4 darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 31% defense ------ Resistance +32% lightning +6% darkness Rings make your fingers look great! |
Around neck | ![]() 2.0 Encumbrance T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con defense ------ Armor +10 Fatigue +2% Resistance +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
In main hand | ![]() 3.0 Encumbrance T4 mindstar 1H weapon [Unique] Nature/Psionic Weapon Damage 111% Range: 1.0x-1.1x Uses 82% Wil, 49% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +6.0% Attack Speed 100% While equipped: Stats +13 Wil offense ------ Mind Crit +7% Mindpower +23 (+5 eff.) defense ------ Resistance +15% mind Mind save +25 (+6 eff.) other ------- Max psi +20.00 Masteries +0.30 Psionic/Focus +0.30 Psionic/Absorption Reduce damage from attackers more than 3 tiles away by 25% This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Ego+] Master/Psionic While equipped: Stats +3 Wil defense ------ Defense +13 (+7 eff.) Mind save +11 (+3 eff.) Stealth +7 Life +56.00 A belt that goes around your waist. |
In off hand | ![]() 3.0 Encumbrance T4 mindstar 1H weapon [Ego++] Nature/Disrupt Weapon Damage 106% Range: 1.0x-1.1x Uses 82% Wil, 49% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +49 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +5 Str +4 Dex +3 Mag +7 Wil +5 Cun +3 Con offense ------ Mind Crit +4% Mindpower +13 (+3 eff.) On-Hit 4 lightning Damage +12% lightning Ignore resists +8% lightning defense ------ Resistance +9% lightning +3% all other ------- Talents +1 Attune Mindstar Masteries +0.20 Wild-gift/Antimagic Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Unique] Nature While equipped: Stats +6 Cun offense ------ Mindpower +6 (+1 eff.) Damage +15% acid Ignore resists +10% acid defense ------ Defense +10 (+5 eff.) other ------- Masteries +0.20 Wild-gift/Venom drake aspect On Nature Hit: 10% Acidic Spray level 2 Dissolve: Effective talent level: 5.2 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Is: a mind power and a nature gift Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 61% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This talent will also attack with your shield, if you have one equipped. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
Main armor | ![]() 17.0 Encumbrance T3 massive armor [Unique] Master While equipped: Stats +5 Con defense ------ Armor +20 Defense +10 (+5 eff.) Fatigue +24% Resistance -15% acid +15% physical Crit Avoidance 20% Physical save +15 (+5 eff.) Life +50.00 Life Regen +2.00 Knockbk Resist +30% Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 677% 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 Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 107.20 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Damage +25% lightning +25% fire +25% arcane +25% cold Ignore resists +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck defense ------ Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Unlife -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 1.0 Encumbrance T5 dagger 1H weapon Reqs Mag 44 [Unique] Arcane Weapon Damage 152% Range: 1.0x-1.3x Uses 55% Mag, 35% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +11 Critical Rate +18.0% Attack Speed 100% While equipped: Stats +6 Cun +6 Mag offense ------ Spell Crit +10% Spellpower +12 (+2 eff.) Damage +15% blight +15% darkness +15% acid other ------- Infravision +2 On Spell Hit: 15% Blood Grasp level 2 Worm Rot: Effective talent level: 3.5 Power cost 40 out of 50/50. Range 6 Cooldown: 8 Travel.spd instantaneous Is: a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 1.11 acid and 0.91 blight damage. If not cleared after five turns it will inflict 5.17 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 69% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
![]() 1.0 Encumbrance T5 dagger 1H weapon Reqs Dex 48 [Ego++] Nature/Master Weapon Damage 149% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-crit, radius 2 +37 lightning +5 cold On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +10.0% Move Speed +40% Ignore resists +15% lightning +22% cold Sharp, short and deadly. |
![]() 3.0 Encumbrance T5 greatsword 2H weapon [Unique] Arcane/Master Weapon Damage 179% Range: 1.0x-1.6x Uses 115% Str, 20% Con Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +22 Critical Rate +12.0% Attack Speed 100% On Hit: * releases a burst of light, dealing 1 light damage (based on Spellpower) in a radius 3 cone. While equipped: Stats +12 Str +6 Mag +7 Con other ------- Cooldown Sun Ray -1 Absorption Strike -1 Flash of the Blade -1 Masteries +0.20 Celestial/Sun +0.10 Celestial/Radiance +0.20 Celestial/Crusader Increases the damage of Sun Beam by 15%. Attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt. Uses 30 power out of 30/30 This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
![]() 5.0 Encumbrance T5 staff 2H weapon Reqs Mag 48 [Unique] Arcane Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: Stats +8 Mag +7 Wil offense ------ Spell Crit +25% Spellpower +40 (+6 eff.) Damage +30% lightning +30% fire +30% arcane +30% cold defense ------ Silence Resist +40% other ------- Mana-on-crit +12.00 Max mana +40.00 Talents +1 Command Staff Cooldown Arcane Vortex -2 Ice Storm -2 Chain Lightning -2 Fireflash -2 Archmage Tarelion travelled the world in his youth. But the world is not a nice place and it seems he had to run fast. |
![]() 5.0 Encumbrance T5 staff 2H weapon Reqs Mag 48 [Ego] Arcane Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +10% Spellpower +15 (+3 eff.) Damage +30% blight defense ------ Physical save +10 (+3 eff.) Spell save +9 (+3 eff.) Mind save +10 (+3 eff.) other ------- Mana/turn +0.30 Max mana +49.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 1.0 Encumbrance T4 hands armor [Ego+] Master While equipped: defense ------ Armor +8 Mind save +8 (+2 eff.) Life +66.00 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. |
![]() 3.0 Encumbrance T4 head armor [Unique] Master Kroltar's power resides in his scales. While equipped: Stats +5 Str +5 Wil +5 Con -4 Lck offense ------ Damage +10% fire +10% physical defense ------ Armor +9 Defense +5 (+3 eff.) Fatigue +10% other ------- Masteries +0.20 Wild-gift/Fire drake aspect Bellowing Roar: Effective talent level: 5.9 Power cost 45 out of 45/45. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a mind power and a nature gift Description: You let out a powerful roar that sends your foes in radius 7 into utter confusion (power: 55%) for 3 turns. The sound wave is so strong, your foes also take 203.50 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
![]() 3.0 Encumbrance T5 head armor [Ego] Nature While equipped: defense ------ Armor +5 Fatigue +5% Resistance +9% lightning +7% temporal other ------- Stamina when Hit +2.50 EQ when Hit +1.80 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 7.0 Encumbrance T4 shield armor [Ego+] Nature/Master When used to Attack: Weapon Damage 166% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +148 While equipped: Stats +6 Str +6 Dex offense ------ Accuracy +12 (+6 eff.) defense ------ Armor +8 Fatigue +8% Life +58.00 other ------- Talents +1 Block Handheld deflection devices. |
![]() 3.0 Encumbrance T3 digger tool [Random Unique] Master While equipped: Stats +5 Str +2 Wil offense ------ Ignore Armor +10 defense ------ Unlife -40.00 life Life +25.00 other ------- Max stamina +20.00 Light +3 Infravision +1 See Invisibility +12 While carried: other ------- Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 turn cooldown Effective talent level: 5.9 Power cost 26 out of 26/26. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +111 accuracy and allowing you to attack creatures you cannot see without penalty for the next 6 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance egg misc [Unique] Nature While carried: other ------- Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 0.0 Encumbrance T5 green gem [Plot Item] Nature While equipped: Stats +15 Con Resistance +10% blight Affinity +15% nature Life Regen +2.00 Healmod +30% Item imbue powers: Stats +15 Con Resistance +10% blight Affinity +15% nature Life Regen +2.00 Healmod +30% Stun Resist +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
![]() 1.0 Encumbrance misc [Plot Item] An athame, covered in blood runes. It radiates power. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 Encumbrance T5 red gem [Plot Item] While equipped: Damage +12% fire Item imbue powers: Damage +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 3.0 Encumbrance T5 red gem [Unique] Arcane While carried: Spellpower +7 (+1 eff.) When Hit 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance 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. |
![]() 2.0 Encumbrance rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 73.79 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
![]() 2.0 Encumbrance 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. |
![]() 2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: offense ------ Mindpower +5 (+1 eff.) Ignore resists +10% mind defense ------ Resistance +9% lightning +3% nature +6% darkness +9% blight Heal yourself and all friendly characters within 10 spaces for 260 Puts all charms on 15 turn cooldown 100% to heal for 38. Natural totems are made by powerful wilders to store nature power. |
![]() 1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 Encumbrance T5 white gem [Plot Item] Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
By Rouge The Bat the Higher Wyrmic level 31
26th Haze 123rd year of Ascendancy at 08:06 see stats
By Rouge The Bat the Higher Wyrmic level 31
24th Haze 123rd year of Ascendancy at 14:15 see stats
By Rouge The Bat the Higher Wyrmic level 13
34th Dusk 122nd year of Ascendancy at 13:24 see stats
By Rouge The Bat the Higher Wyrmic level 35
17th Pyre 124th year of Ascendancy at 01:58 see stats
By Rouge The Bat the Higher Wyrmic level 36
8th Mirth 124th year of Ascendancy at 05:38 see stats
By Rouge The Bat the Higher Wyrmic level 34
11st Pyre 124th year of Ascendancy at 05:09 see stats
By Rouge The Bat the Higher Wyrmic level 28
59th Dusk 123rd year of Ascendancy at 20:41 see stats
By Rouge The Bat the Higher Wyrmic level 16
41st Haze 122nd year of Ascendancy at 10:10 see stats
By Rouge The Bat the Higher Wyrmic level 33
52nd Regrowth 124th year of Ascendancy at 08:22 see stats
By Rouge The Bat the Higher Wyrmic level 19
66th Regrowth 123rd year of Ascendancy at 18:56 see stats
By Rouge The Bat the Higher Wyrmic level 27
9th Dusk 123rd year of Ascendancy at 18:02 see stats
By Rouge The Bat the Higher Wyrmic level 31
53rd Haze 123rd year of Ascendancy at 01:24 see stats
By Rouge The Bat the Higher Wyrmic level 10
7th Dusk 122nd year of Ascendancy at 21:59 see stats
By Rouge The Bat the Higher Wyrmic level 20
67th Regrowth 123rd year of Ascendancy at 12:22 see stats
By Rouge The Bat the Higher Wyrmic level 30
23rd Haze 123rd year of Ascendancy at 06:57 see stats
By Rouge The Bat the Higher Wyrmic level 40
11st Haze 124th year of Ascendancy at 03:15 see stats
By Rouge The Bat the Higher Wyrmic level 31
52nd Haze 123rd year of Ascendancy at 10:51 see stats
By Rouge The Bat the Higher Wyrmic level 22
51st Pyre 123rd year of Ascendancy at 11:15 see stats
By Rouge The Bat the Higher Wyrmic level 33
78th Regrowth 124th year of Ascendancy at 21:08 see stats
By Rouge The Bat the Higher Wyrmic level 24
69th Pyre 123rd year of Ascendancy at 00:46 see stats
By Rouge The Bat the Higher Wyrmic level 13
28th Dusk 122nd year of Ascendancy at 11:21 see stats
By Rouge The Bat the Higher Wyrmic level 27
29th Dusk 123rd year of Ascendancy at 05:37 see stats
By Rouge The Bat the Higher Wyrmic level 9
6th Flare 122nd year of Ascendancy at 09:05 see stats
By Rouge The Bat the Higher Wyrmic level 36
20th Dusk 124th year of Ascendancy at 22:09 see stats
By Rouge The Bat the Higher Wyrmic level 31
52nd Haze 123rd year of Ascendancy at 19:17 see stats
By Rouge The Bat the Higher Wyrmic level 21
80th Regrowth 123rd year of Ascendancy at 23:46 see stats
By Rouge The Bat the Higher Wyrmic level 29
23rd Haze 123rd year of Ascendancy at 06:57 see stats
Log
Doomed Shade of Rouge The Bat lessens the pain.
Doomed Shade of Rouge The Bat uses Prismatic Slash.
Doomed Shade of Rouge The Bat's mind surges with critical power!
Shadow is disarmed!
Doomed Shade of Rouge The Bat strikes Rouge The Bat in the darkness (+17% damage).
Doomed Shade of Rouge The Bat hits Shadow for 0 acid damage.
Doomed Shade of Rouge The Bat hits Rouge The Bat for 91 acid, 3 lightning, 107 acid, 3 lightning, 291 acid (495 total damage).
Melee retaliation hits Doomed Shade of Rouge The Bat for 5 darkness, 0 arcane, 9 fire, 11 cold, 5 darkness, 0 arcane, 9 fire, 11 cold (50 total damage).
Rouge The Bat uses Tornado.
Rouge The Bat's mind surges with critical power!
Rouge The Bat rearms.
Talent Infusion: Heroism is ready to use.
Crippling Poison from Doomed Shade of Rouge The Bat strikes Rouge The Bat in the darkness (+17% damage).
Crippling Poison from Doomed Shade of Rouge The Bat hits Rouge The Bat for 126 nature damage.
Rouge The Bat resists the knockback!
Doomed Shade of Rouge The Bat's Tornado strikes Rouge The Bat in the darkness (+17% damage).
Doomed Shade of Rouge The Bat's Tornado hits Rouge The Bat for 32 lightning damage.
Doomed Shade of Rouge The Bat resists the punch!
Doomed Shade of Rouge The Bat's creeping dark hits Rouge The Bat for 123 darkness damage.
Rouge The Bat's Tornado hits Doomed Shade of Rouge The Bat for 84 lightning, 67 physical (150 total damage).
Rouge The Bat's Tornado hits Shadow for 131 lightning, 109 physical (240 total damage).
Rouge The Bat's Tornado killed Shadow!
Doomed Shade of Rouge The Bat breathes lightning!
Doomed Shade of Rouge The Bat's mind surges with critical power!
Rouge The Bat is stunned!
Doomed Shade of Rouge The Bat strikes Rouge The Bat in the darkness (+17% damage).
Doomed Shade of Rouge The Bat hits Rouge The Bat for 816 lightning damage.
Rouge The Bat fails to use Static Field.