Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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 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. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Shalore |
Class | Skirmisher |
Level / Exp | 21 / 88% |
Size | medium |
Lifes / Deaths | Killed by Horned Horror at level 15 on the 43rd Regrowth 123rd year of Ascendancy at 10:30 1 / 4Killed by Weirdling Beast at level 20 on the 21st Pyre 123rd year of Ascendancy at 05:37 Killed by Weirdling Beast at level 20 on the 22nd Pyre 123rd year of Ascendancy at 15:32 Killed by Layenne the degenerated skeleton warrior at level 21 on the 33rd Pyre 123rd year of Ascendancy at 01:53 |
Primary Stats
Strength | 21 (base 18) |
Dexterity | 59 (base 43) |
Constitution | 16 (base 10) |
Magic | 22 (base 13) |
Willpower | 24 (base 11) |
Cunning | 67 (base 37) |
Resources
Life | 374/374 |
Stamina | 200/200 |
Healing Factor | 1.0545771506545 |
Regeneration | 0.26364428766363 |
Speed
Mental | -1.1102230246252E-14% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +95.238095238095% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 47.470072216238 |
See Invisible | 57.470072216238 |
Offense: Mainhand
Damage | 84 |
Accuracy | 62 |
Crit Chance | 34% |
APR | 7 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 21 |
Crit Chance | 23% |
Speed | 1 |
Offense: Mind
Mindpower | 32 |
Crit Chance | 23% |
Speed | 1 |
Offense: Damage Bonus
Cold | +28% |
Fire | +16% |
All | 0% |
Offense: Damage Penetration
Cold | +5% |
Defense: Base
Armour (hardiness) | 38 (48.594633868923%) |
Defense | 53 |
Ranged Defense | 53 |
Fatigue | 11.923805221685 |
Physical Save | 13 |
Spell Save | 16 |
Mental Save | 29 |
Defense: Resistances
Blight | + 3%( 70%) |
Physical | + 7%( 70%) |
Cold | + 63%( 70%) |
All | 0%( 70%) |
Lightning | + 9%( 70%) |
Light | + 6%( 70%) |
Temporal | + 10%( 70%) |
Darkness | + 37%( 70%) |
Fire | + 43%( 70%) |
Nature | + 30%( 70%) |
Defense: Immunities
Pinning Resistance | 20% |
Teleport Resistance | 10% |
Stun Resistance | 0% |
Instadeath Resistance | 100% |
Knockback Resistance | 21% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 275 damage for 4 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 91 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 3 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 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 15%, your defense is increased by 15 and all your resistances by 15%. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random mental effect and reduce all damage taken by 22% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Class Talents
Cunning / Poisons | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Cunning / Called Shots | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Technique / Buckler Training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
talent | Counter Shot |
talent | Pace Yourself |
talent | Secrets of the Eternals |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You failed to protect the lost sun paladin from death by fiery orc wyrmic. Escort: lost sun paladin (level 2 of Old Forest) | failed |
You successfully escorted the temporal explorer to the recall portal on level 4 of Old Forest. Escort: temporal explorer (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * 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 |
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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
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! | 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 within3 lumberjacks have died. | done |
Equipment
On feet | Vorovea the pair of iron boots (0 def, 3 armour) Vorovea the pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Mag +3 Wil +7 Cun defense ------ Armor +3 Fatigue +2% Resistance +6% fire +7% cold other ------- See Invisibility +9 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | barbed pouch of steel shots (14/14, 27-32 power, 2 apr) barbed pouch of steel shots (14/14, 27-32 power, 2 apr)3.0 Encumbrance T2 shot ammo [Ego+] Master Weapon Damage 27.0 - 32.4 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +10.5% Capacity 14 On Critical: * Wound the target dealing 141 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Light source | scorching brass lantern of clarity scorching brass lantern of clarity2.0 Encumbrance T1 lite [Ego] Arcane/Psionic While equipped: offense ------ When Hit 11 fire defense ------ Resistance +5% fire Mind save +6 (+3 eff.) other ------- Light +3 See Stealth +5 See Invisibility +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 | Freezewire the rough leather cap (0 def, 1 armour) Freezewire the rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Cun +2 Dex offense ------ Ignore resists +5% cold Ignore Armor +5 defense ------ Armor +1 Fatigue +1% Resistance +3% blight +6% darkness +9% lightning A cap made of leather. |
On hands | Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% fire defense ------ Armor +2 Resistance +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Effective talent level: 3.0 Power cost 7 out of 24/24. Range 10 Travel.spd instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 47.41 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Tool | cleansing elm wand of shielding [power 116] (17 cooldown) cleansing elm wand of shielding [power 116] (17 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | marksman's steel ring of fire (+22%) marksman's steel ring of fire (+22%)0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex offense ------ Damage +11% fire Accuracy +6 (+1 eff.) defense ------ Resistance +22% fire Rings make your fingers look great! |
On fingers | Vargh Redemption Vargh Redemption0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 13.66 cold and 10.67 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 50 power out of 60/60 This azure ring seems to be always moist to the touch. |
Around neck | stabilizing copper amulet of dexterity (+2) stabilizing copper amulet of dexterity (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex defense ------ Resistance +10% temporal Pinning Resist +20% Knockbk Resist +21% Amulets make your neck look great! |
In main hand | steady hardened leather sling of cold steady hardened leather sling of cold4.0 Encumbrance T3 sling 1H weapon [Ego] Arcane/Master Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 On-ranged-hit +8 cold While equipped: offense ------ Physical Crit +2.0% Damage +13% cold Accuracy +5 (+1 eff.) Slings are used to hurl stones or metal shots at your foes. |
Around waist | rough leather belt of burglary rough leather belt of burglary1.0 Encumbrance T1 belt armor [Ego+] Master While equipped: Stats +4 Dex +3 Cun +5 Lck defense ------ Stealth +6 other ------- Disarm Traps +5 Infravision +4 A belt that goes around your waist. |
In off hand | Wrathroot's Barkwood (9 def, 10 armour, 24-34 power, 60 block) Wrathroot's Barkwood (9 def, 10 armour, 24-34 power, 60 block)7.0 Encumbrance T2 shield armor [Unique] Nature When used to Attack: Weapon Damage 24.5 - 34.3 Physical Uses 150% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.0% Block +60 While equipped: defense ------ Armor +10 Defense +9 (+3 eff.) Fatigue +14% Resistance +20% cold +20% darkness +20% nature other ------- Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
Cloak | Emelurewen (1 def, 12 armour) Emelurewen (1 def, 12 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: defense ------ Armor +12 Defense +1 (+0 eff.) Resistance +6% light +11% cold Crit Resistance 5.00% Disease Resist +10% Teleport Resist +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | duelist's cured leather armour of delving (10 def, 7 armour) duelist's cured leather armour of delving (10 def, 7 armour)9.0 Encumbrance T2 light armor [Ego++] Master While equipped: Stats +5 Str +4 Dex +4 Cun defense ------ Armor +7 Defense +10 (+3 eff.) Fatigue +7% Resistance +11% darkness +7% physical other ------- Light +2 Track: Puts all charms on 25 turn cooldown Effective talent level: 2.6 Power cost 25 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 21 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
Inventory
movement infusion of the sneak (speed 612%; cd 10) movement infusion of the sneak (speed 612%; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 612% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 505%; cd 18) movement infusion of the wizard (speed 505%; cd 18)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 505% 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 Magic 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 30%; mental; dur 2; cd 15) wild infusion of the sneak (res 30%; mental; dur 2; cd 15)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 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 30% 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. |
wild infusion of the wizard (res 21%; mental; dur 4; cd 15) wild infusion of the wizard (res 21%; mental; dur 4; cd 15)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 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 21% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Blood of Life Blood of Life0.4 Encumbrance potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; temporal, physical, mind, darkness) Prismatic Rune (6 turns; temporal, physical, mind, darkness)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 temporal, 4 physical, 4 mind, 3 darkness Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the duelist (range 6; phase 19; cd 15) blink rune of the duelist (range 6; phase 19; cd 15)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 6 Cooldown: 15 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 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 19%, your defense is increased by 19 and all your resistances by 19%. 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. |
blink rune of the psychic (range 4; phase 15; cd 20) blink rune of the psychic (range 4; phase 15; cd 20)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 4 Cooldown: 20 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 15%, your defense is increased by 15 and all your resistances by 15%. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 116; dur 3; cd 18) shielding rune of the wizard (absorb 116; dur 3; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 116 damage for 3 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
The Black Core The Black Core0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Torerion the Dawngrind Torerion the Dawngrind0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master While equipped: offense ------ Damage +11% light +3% lightning Ignore resists +15% light When Hit 6 light defense ------ Resistance +22% light Life +31.00 Silence Resist +20% Disarm Resist +21% Pinning Resist +22% Knockbk Resist +22% other ------- Mana/turn +0.10 Rings make your fingers look great! |
marksman's copper ring of corrosion (+20%) marksman's copper ring of corrosion (+20%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex offense ------ Damage +10% acid Accuracy +6 (+1 eff.) defense ------ Resistance +20% acid Rings make your fingers look great! |
rogue's copper ring of lightning (+20%) rogue's copper ring of lightning (+20%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun offense ------ Damage +10% lightning defense ------ Defense +6 (+2 eff.) Resistance +20% lightning Rings make your fingers look great! |
Umbral Razor (25-32 power, 10 apr) Umbral Razor (25-32 power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 25.0 - 32.5 Physical Uses 50% Dex, 15% Mag, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +9.0% Attack Speed 100% Damage Conversion 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag offense ------ Damage +5% darkness Ignore resists +10% darkness defense ------ Resistance +10% darkness Stealth +10 Invoke Darkness: Effective talent level: 3.0 Power cost 17 out of 20/20. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 63.93 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Unerring Scalpel (15-20 power, 25 apr) Unerring Scalpel (15-20 power, 25 apr)1.0 Encumbrance T1 dagger 1H weapon [Unique] Arcane Weapon Damage 15.0 - 19.5 Physical Uses 45% Str, 55% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Attack Speed 100% Ignore Shields +50% While equipped: offense ------ Accuracy +20 (+5 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Sword of Potential Futures (28-39 power, 10 apr) Sword of Potential Futures (28-39 power, 10 apr)3.0 Encumbrance T3 longsword 1H weapon Reqs Mag 24 [Unique] Arcane In the past there was a dagger with it. Weapon Damage 28.0 - 39.2 Physical Uses 20% Mag, 80% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +10 Critical Rate +8.0% Attack Speed 111% On-hit +5 temporal Damage Conversion 30% temporal While equipped: offense ------ Spell Crit +5% Spellpower +5 (+2 eff.) Damage +5% temporal defense ------ Out-of-Phase Defense +10 Out-of-Phase Resistance +5% Out-of-Phase Resilience +15% other ------- Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
Nature's Vengeance (40-56 power, 4 apr) Nature's Vengeance (40-56 power, 4 apr)3.0 Encumbrance T3 mace 1H weapon Reqs Str 42 [Unique] Nature/Disrupt Weapon Damage 40.0 - 56.0 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +9.0% Attack Speed 100% On-hit +10 silence +18 nature While equipped: offense ------ Accuracy +6 (+1 eff.) Rush: Effective talent level: 3.0 Power cost 13 out of 25/25. Range 8 Cooldown: 25 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. This thick-set mace was used by the Spellhunter Vorlan, who crafted it from the wood of an ancient oak that was uprooted during the Spellblaze. Many were the wizards and witches felled by this weapon, brought to justice for the crimes they committed against nature. |
ranger's cured leather sling of acid ranger's cured leather sling of acid4.0 Encumbrance T2 sling 1H weapon [Ego] Arcane/Master Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 On-ranged-hit +6 acid While equipped: Stats +1 Dex offense ------ Damage +8% acid Slings are used to hurl stones or metal shots at your foes. |
Stormlash (17-19 power, 7 apr) Stormlash (17-19 power, 7 apr)3.0 Encumbrance T1 whip 1H weapon [Unique] Arcane Weapon Damage 17.0 - 18.7 Physical Uses 100% Dex Mastery Exotic Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +7 Critical Rate +5.0% Attack Speed 125% Damage Conversion 50% dazing lightning On Critical: * Focus the lightning forces on an enemy While equipped: offense ------ Damage +10% lightning Accuracy +7 (+1 eff.) Strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 16.89 to 50.67 lightning damage (based on Magic and Dexterity). Uses 9 power out of 10/10 This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
dreamer's woollen robe of life (0 def, 0 armour) dreamer's woollen robe of life (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego++] Nature/Psionic While equipped: defense ------ Resistance +7% blight +10% darkness +12% mind +9% all Physical save +12 (+9 eff.) Spell save +12 (+8 eff.) Mind save +22 (+11 eff.) Life +45.00 Life Regen +1.90 Healmod +14% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Storm Bringer's Gauntlets (0 def, 5 armour) Storm Bringer's Gauntlets (0 def, 5 armour)1.5 Encumbrance T3 hands armor [Unique] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +5% Critical power +20.00% Spellpower +12 (+6 eff.) Damage +15% lightning defense ------ Armor +5 Resistance +15% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Lightning level 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
brawler's hardened leather gloves (0 def, 2 armour) brawler's hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego+] Master While equipped: Stats +3 Str +3 Dex +2 Cun defense ------ Armor +2 Physical save +7 (+7 eff.) other ------- Cooldown Double Strike -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. |
hardened leather cap 'Layyna' (0 def, 3 armour) hardened leather cap 'Layyna' (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Arcane While equipped: Stats +4 Mag +5 Wil offense ------ Spell Crit +3% Damage +10% blight +10% arcane Ignore resists +20% mind defense ------ Armor +3 Fatigue +3% Crit Resistance 15.00% Knockbk Resist +20% other ------- Max hate +2.00 Max psi +20.00 A cap made of leather. |
hardened leather armour of the deep (9 def, 8 armour) hardened leather armour of the deep (9 def, 8 armour)9.0 Encumbrance T3 light armor [Ego+] Nature While equipped: defense ------ Armor +8 Defense +9 (+3 eff.) Fatigue +8% Resistance +7% acid +6% cold other ------- Breathe water A suit of armour made of leather. |
volcanic rough leather armour of lightning resistance (3 def, 7 armour) volcanic rough leather armour of lightning resistance (3 def, 7 armour)9.0 Encumbrance T1 light armor [Ego+] Nature/Master While equipped: offense ------ On-Hit 6 fire On-Ranged-Hit 5 fire defense ------ Armor +7 Defense +3 (+1 eff.) Fatigue +6% Resistance +15% lightning +11% fire +10% physical A suit of armour made of leather. |
reinforced steel shield of physical resistance (+10%) (0 def, 6 armour, 18-21 power, 70 block) reinforced steel shield of physical resistance (+10%) (0 def, 6 armour, 18-21 power, 70 block)7.0 Encumbrance T2 shield armor [Ego] Master When used to Attack: Weapon Damage 17.5 - 21.0 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +70 While equipped: defense ------ Armor +6 Fatigue +8% Resistance +10% physical other ------- Talents +1 Block Handheld deflection devices. |
7 agate 7 agate0.0 Encumbrance 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. |
120 alchemist agate 120 alchemist agate0.0 Encumbrance 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. |
onyx onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 aquamarine 7 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal 4 opal0.0 Encumbrance 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. |
6 topaz 6 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+4 eff.) Spell save +4 (+4 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+4 eff.) Spell save +4 (+4 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Zeryromiledir (dig speed 38 turns) Zeryromiledir (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +1 Str +1 Dex +2 Wil offense ------ Damage +6% nature When Hit 2 mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 22 defense ------ Resistance +11% nature +3% mind While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 28 turns) miner's iron pickaxe (dig speed 28 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "The Day It Came" Forbidden Tome: "The Day It Came"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
emerald emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 spinel 6 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+2 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+2 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. |
Heart of the Sandworm Queen Heart of the Sandworm Queen0.0 Encumbrance heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Planar Beacon Planar Beacon1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.0 Power cost 21 out of 25/25. Range 5 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 71.50 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 71.50 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
bright brass lantern bright brass lantern2.0 Encumbrance T1 lite [Ego] Master While equipped: other ------- 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. |
Imp Claw Imp Claw2.0 Encumbrance T1 misc tool [Unique] Arcane While equipped: other ------- Light +1 See Stealth +10 Flame: Effective talent level: 2.0 Power cost 8 out of 9/9. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 98.30 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
garnet garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2) Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification Chest2.0 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. |
3 amethyst 3 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz quartz0.0 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. |
6 ametrine 6 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine 4 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 zircon 12 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Krissen the Shalore Skirmisher level 19
15th Pyre 123rd year of Ascendancy at 23:13 see stats
By Krissen the Shalore Skirmisher level 19
80th Regrowth 123rd year of Ascendancy at 13:10 see stats
By Krissen the Shalore Skirmisher level 18
64th Regrowth 123rd year of Ascendancy at 03:50 see stats
By Krissen the Shalore Skirmisher level 10
14th Dusk 122nd year of Ascendancy at 16:52 see stats
By Krissen the Shalore Skirmisher level 20
16th Pyre 123rd year of Ascendancy at 04:16 see stats
By Krissen the Shalore Skirmisher level 11
22nd Dusk 122nd year of Ascendancy at 15:02 see stats
By Krissen the Shalore Skirmisher level 12
42nd Dusk 122nd year of Ascendancy at 16:59 see stats
By Krissen the Shalore Skirmisher level 19
14th Pyre 123rd year of Ascendancy at 17:16 see stats
By Krissen the Shalore Skirmisher level 17
51st Regrowth 123rd year of Ascendancy at 11:26 see stats
Log
Krissen picks up (u.): creative thorny mindstar of life (8-9 power, 24 apr, nature damage).
There is an exit to the worldmap here (press '' or right click to use).
Ran for 12 turns (stop reason: at exit).
You gain 6.15 gold from the transmogrification of marauder's hardened leather armour of Eyal (14 def, 6 armour).
You gain 4.65 gold from the transmogrification of enlightening steel mail armour of implacability (2 def, 11 armour).
You gain 3.14 gold from the transmogrification of sand dwarven-steel gauntlets of strength (+3) (0 def, 7 armour).
You gain 4.02 gold from the transmogrification of blood-soaked pair of dwarven-steel boots of phasing (0 def, 4 armour).
You gain 3.19 gold from the transmogrification of wrathful dwarven-steel steamsaw (24-37 power, 0 apr).
You gain 6.30 gold from the transmogrification of swashbuckler's dwarven-steel steamsaw of winter (26-39 power, 0 apr).
You gain 3.28 gold from the transmogrification of thorny mindstar of venom (7-8 power, 24 apr, nature damage).
You gain 2.71 gold from the transmogrification of creative thorny mindstar of life (8-9 power, 24 apr, nature damage).
You gain 6.29 gold from the transmogrification of warbringer's dwarven-steel battleaxe of erosion (29-44 power, 2 apr).
You gain 1.34 gold from the transmogrification of blink rune (range 5; phase 13; cd 14).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Today is the 50th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:30.
You don't see how to get there...
Today is the 51st Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:46.
Today is the 52nd Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:13.
There is a Door to an old Conclave vault here (press '' or right click to use).
Today is the 53rd Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:30.
Ran for 2 turns (stop reason: dialog is displayed).
There is a Zigur (Town) here (press '' or right click to use).
Today is the 54th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.