











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:
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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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:
Automatic Talent Gambits 1.7.4Allows customization of automatic talent usage in the style of FF XII gambits. Version 1.4.0 includes the following fixes and improvements: Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. 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 Quality of Life Pack 1.7.4An assortment of quality of life modifications too insignificant to be standalone. Removed collapsible walls in the Sandworm Lair. (restoring auto-explore) Changed the layout of the city Shatur to be more open and less annoying to move around in. Changed the Dwarf's starting zone boss to die after killing one summon instead of ten. Characters that have won the game are far more likely to trigger the special farportal events. Mr Frog VFX Pack 1.7.0Replaces a number of visual effects with (hopefully) nicer versions. Shader support recommended. Overwrites some talent code in a minimally-invasive manner. 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 | Thalore |
| Class | Archer |
| Level / Exp | 22 / 71% |
| Size | medium |
| Lifes / Deaths | Killed by elven blood mage at level 10 on the 21st Dusk 122nd year of Ascendancy at 14:19 0 / 6Killed by Adekira the Guardian at level 22 on the 37th Haze 122nd year of Ascendancy at 21:41 Killed by Adekira the Guardian at level 22 on the 37th Haze 122nd year of Ascendancy at 23:22 Killed by Siluba the Guardian at level 22 on the 38th Haze 122nd year of Ascendancy at 07:41 Killed by Nerygata the Guardian at level 22 on the 39th Haze 122nd year of Ascendancy at 07:53 Killed by Nerygata the Guardian at level 22 on the 39th Haze 122nd year of Ascendancy at 09:17 |
Primary Stats
| Strength | 22 (base 15) |
| Dexterity | 58 (base 43) |
| Constitution | 35 (base 30) |
| Magic | 13 (base 10) |
| Willpower | 22 (base 10) |
| Cunning | 37 (base 30) |
Resources
| Life | -226/566 |
| Stamina | 105/193 |
| Healing Factor | 1.2916660017319 |
| Regeneration | 2.9062485038967 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| See Stealth | 5 |
| See Invisible | 19 |
Offense: Mainhand
| Damage | 73 |
| Accuracy | 58 |
| Crit Chance | 19% |
| APR | 11 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 13 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +14% |
| Light | +11% |
| Mind | +5% |
| Blight | +10% |
| Physical | +13% |
| Fire | +15% |
| All | 0% |
Offense: Damage Penetration
| Mind | +10% |
| Physical | +10% |
| Light | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 24 (57.155997060385%) |
| Defense | 59 |
| Ranged Defense | 59 |
| Fatigue | 0 |
| Physical Save | 41 |
| Spell Save | 17 |
| Mental Save | 30 |
Defense: Resistances
| Physical | + 29%( 70%) |
| Acid | + 39%( 70%) |
| Light | + 26%( 70%) |
| Lightning | + 25%( 70%) |
| Darkness | + 30%( 70%) |
| Arcane | + 20%( 70%) |
| Fire | + 22%( 70%) |
| All | + 16%( 70%) |
Defense: Immunities
| Disarm Resistance | 20% |
| Pinning Resistance | 41% |
| Blind Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 75 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: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous 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: 2 physical, 3 nature, 5 blight, 5 cold, 3 arcane, 5 mind |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 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. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 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 24% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Archery prowess | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 2/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.00 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 failed to protect the lone alchemist from death by fire drake hatchling. Escort: lone alchemist (level 2 of Daikara) | failed |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost warrior from death by ritch flamespitter. Escort: lost warrior (level 2 of Old Forest) | failed |
You failed to protect the lost warrior from death by greater shivgoroth. Escort: lost warrior (level 3 of Norgos Lair) | failed |
You failed to protect the repented thief from death by dozing giant venus flytrap. Escort: repented thief (level 2 of Heart of the Gloom) | 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 Shardskin. * 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 fire dragon that dwelled there. | done |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and stopped the shivgoroth invasion. * You have explored the Heart of the Gloom and slain the Dreaming One. | 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. | 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 |
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 naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed sandworm tooth. * You've found the needed snow giant kidney. | 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 |
Equipment
| On feet | Vorytira (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Str +3 Wil +2 Cun +4 Con dps ---------- Phys.pwr +10 (+3 eff.) ----- def ----- Armour +3 Fatigue +2% Phys.save +6 (+2 eff.) Spell.save +5 (+4 eff.) Mind.save +6 (+3 eff.) ---------- misc See.Invis +12 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | pouch of steel shots of amnesia (22/22, 19-23 power, 2 apr)3.0 T2 shot ammo [Ego+] Psionic Power 19.0 - 22.8 Physical Uses 50% Cun, 70% Dex Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 22 On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Shots are used with slings to pummel your foes to death. |
| Light source | survivor's brass lantern of clarity2.0 T1 lite [Ego] Nature/Psionic While equipped: ----- def ----- Phys.save +6 (+2 eff.) Mind.save +5 (+2 eff.) Heal.mod +10% ---------- misc Light +3 See.Stealth +5 See.Invis +7 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 | stabilizing iron helm of dexterity (+3) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +3 Fatigue +5% Phys.save +10 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Brightwalker the dwarven-steel gauntlets (10 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Crit.mult +15.00% Phys.pwr +10 (+3 eff.) Melee+ 8 fire Dmg.mod +4% fire Res.pen +5% light Apr +2 ----- def ----- Armour +2 Defense +10 (+2 eff.) Fatigue +3% Resists +7% fire Phys.save +3 (+1 eff.) ---------- misc Stam/turn +3.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | overpowered ash wand of shielding [power 266] (19/29 cooldown)2.0 T2 wand charm [Ego] Arcane Create a shield absorbing up to 266 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 29 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | steel ring of pilfering0.1 T2 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +8 (+2 eff.) Apr +7 ----- def ----- Defense +9 (+2 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| On fingers | warrior's steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Max.HP +23.00 Disarm- +20% Pinning- +21% Knockbk- +20% Rings make your fingers look great! |
| Around neck | Ivada the steel amulet0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +2 Dex +4 Wil dps ---------- Phys.crit +6.0% Acc +10 (+2 eff.) ----- def ----- Defense +5 (+1 eff.) Resists +3% physical Amulets make your neck look great! |
| In main hand | halfling cured leather sling of fire4.0 T2 sling 1H weapon [Ego+] Arcane/Master Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +7 fire While equipped: dps ---------- Dmg.mod +11% fire +8% physical ---------- misc Cooldown Fragmentation Shot -2 Pin Down -1 Slings are used to hurl stones or metal shots at your foes. |
| Around waist | rough leather belt 'Duathelwrest'1.0 T1 belt armor [Rare] Arcane While equipped: Stats +4 Mag dps ---------- Dmg.mod +3% darkness ----- def ----- Resists +9% acid +6% darkness +5% arcane Max.HP +60.00 HP.reg +2.00 ---------- misc Mana/turn +0.11 Max.mana +22.00 A belt that goes around your waist. |
| In off hand | crackling steel shield of the stars (0 def, 4 armour, 37.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego++] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Dex +2 Cun +1 Mag dps ---------- Dmg.mod +10% blight +11% light +11% darkness Melee Ret 1 lightning ----- def ----- Armour +4 Fatigue +8% Resists +10% lightning +12% light +10% darkness ---------- misc Talents +1 Block Handheld deflection devices. It was corrupted by the digestive sack. |
| Cloak | Voidpower (10 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- On Hit (Melee): * 10% chance to reduce damage dealt by 17% ----- def ----- Defense +10 (+2 eff.) Resists +3% acid Phys.save +10 (+3 eff.) Mind.save +9 (+4 eff.) Blind- +20% Pinning- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+3 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+3 eff.) Send out a range 5 beam of kinetic energy, dealing 31.34 to 39.17 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Inventory
Rune of the Rift (238.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 238.00 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. |
Ivudavea the Dimwrither (20-24 power, 4 apr, cold element)5.0 T3 staff 2H weapon Reqs Mag 24 [Rare] Nature Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +5 Str +4 Con dps ---------- Spell.crit +3% Spell.pwr +9 (+8 eff.) Dmg.mod +20% cold ----- def ----- Defense +8 (+2 eff.) ---------- misc Max.P.En +10.00 Max.N.En +10.00 Light +4 Infravis +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 58.20 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
yew starstaff of greater warding (20-24 power, 4 apr, light element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+8 eff.) Dmg.mod +20% light ----- def ----- Armour +8 Defense +7 (+2 eff.) ---------- misc Wards +3 light Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Shiverpulverizer the steel greatsword (24-38 power, 2 apr)3.0 T2 greatsword 2H weapon [Rare] Disrupt Power 24.0 - 38.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +4 cold Against +14% Unnatural On Hit: * 20% chance to slow global speed by 46% While equipped: Stats +5 Wil ----- def ----- Resists +5% arcane +12% darkness Crit.chn- 5.00% Max.HP +60.00 Def/telep +15 Res/telep +15% Dur/telep +15% Massive two-handed swords. |
dwarven-steel greatsword (38-62 power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Normal] Power 38.5 - 61.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Massive two-handed swords. |
steel longsword of enduring (14-20 power, 3 apr)3.0 T2 longsword 1H weapon [Ego+] Nature Power 14.5 - 20.3 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +6 Con +7 Wil ----- def ----- Max.HP +10.00 Sharp, long, and deadly. |
nature's thorny mindstar of balance (9-10 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature Power 9.0 - 9.9 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Dmg.mod +4% nature ----- def ----- Resists +4% blight Phys.save +2 (+1 eff.) Spell.save +4 (+3 eff.) Mind.save +4 (+2 eff.) Disease- +14% ---------- misc Equi/ret +0.50 Talents +1 Attune Mindstar 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. |
quiver of yew arrows of corruption (22/22, 34-47 power, 10 apr)3.0 T3 arrow ammo [Ego+] Arcane Power 33.5 - 46.9 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 22 On Hit: 20% Curse of Defenselessness 3 Arrows are used with bows to pierce your foes to death. |
nimble cured leather armour (10 def, 4 armour)9.0 T2 light armor [Ego+] Master While equipped: Stats +3 Dex dps ---------- Mov.spd +20% ----- def ----- Armour +4 Defense +10 (+2 eff.) Fatigue +7% A suit of armour made of leather. |
troll-hide hardened leather armour of Toknor (9 def, 6 armour)9.0 T3 light armor [Ego++] Nature/Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +10.00% Phys.pwr +8 (+2 eff.) ----- def ----- Armour +6 Defense +9 (+2 eff.) Fatigue +8% Max.HP +33.00 HP.reg +6.50 Heal.mod +15% A suit of armour made of leather. |
radiant dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego+] Nature While equipped: Stats +2 Wil ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +18% blight +13% darkness ---------- misc Light +2 A suit of armour made of mail. |
rejuvenating dwarven-steel mail armour of command (10 def, 12 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego+] Nature/Psionic While equipped: Stats +1 Cun ----- def ----- Armour +12 Defense +10 (+2 eff.) Fatigue +12% Mind.save +15 (+7 eff.) HP.reg +2.00 ---------- misc Stam/turn +0.70 A suit of armour made of mail. |
dwarven-steel plate armour 'Velima' (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training Str 35 [Rare] Arcane While equipped: Stats +7 Con dps ---------- Res.pen +20% mind Melee Ret 4 mind ----- def ----- Armour +11 Fatigue +32% Resists +8% fire -14% light +10% darkness Phys.save +7 (+2 eff.) Spell.save +7 (+5 eff.) Mind.save +5 (+2 eff.) Heal.mod +10% Disease- +20% Pinning- +20% Teleport- +20% A suit of armour made of metal plates. |
dwarven-steel plate armour of Eyal (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training Str 35 [Ego+] Nature While equipped: ----- def ----- Armour +11 Fatigue +22% Max.HP +22.00 HP.reg +1.00 Heal.mod +12% A suit of armour made of metal plates. |
prismatic dwarven-steel plate armour (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training Str 35 [Ego] Arcane While equipped: ----- def ----- Armour +11 Fatigue +22% Resists +12% light +12% darkness A suit of armour made of metal plates. |
spiritwalker's hardened leather belt1.0 T3 belt armor [Ego+] Arcane While equipped: Stats +3 Mag ---------- misc Mana/turn +0.31 Max.mana +26.00 A belt that goes around your waist. |
Wyrmbreath (0 def, 4 armour)1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire Breath: Level 2.0 Pwr.cost 24 out of 24/24. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 127.48 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
Gidamina the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Rare] Arcane While equipped: Stats +5 Dex +1 Con dps ---------- Apr +2 Melee Ret 6 blight On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +2 (+0 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Infravis +5 See.Stealth +12 See.Invis +13 Circle of Warding: (Instant) Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 12% and attempts to push all creatures other than yourself out of its radius, inflicting 2.69 light damage and 2.77 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
cashmere wizard hat of corrosion (+15%) (2 def, 0 armour)2.0 T3 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +10% acid ----- def ----- Defense +2 (+0 eff.) Resists +15% acid A pointy cloth hat, very wizardly... |
Fireenvy the hardened leather cap (0 def, 9 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +3 Str +2 Wil +3 Con dps ---------- Dmg.mod +12% mind ----- def ----- Armour +9 Fatigue +3% Resists +12% fire Phys.save +11 (+4 eff.) Mind.save +8 (+4 eff.) Die.at -40.00 life ---------- misc Max.hate +6.00 Battle Cry: Puts all charms on 28 cooldown Level 2.0 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
stabilizing hardened leather cap of dexterity (+4) (0 def, 3 armour)2.0 T3 head armor [Ego] Master While equipped: Stats +4 Dex ----- def ----- Armour +3 Fatigue +3% Phys.save +16 (+5 eff.) A cap made of leather. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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)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. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Achievements
Exterminator
Killed 1000 creatures.By Sage the Thalore Archer level 17
9th Haze 122nd year of Ascendancy at 18:42 see stats
Level 10
Got a character to level 10.By Sage the Thalore Archer level 10
20th Dusk 122nd year of Ascendancy at 23:35 see stats
Level 20
Got a character to level 20.By Sage the Thalore Archer level 20
22nd Haze 122nd year of Ascendancy at 18:45 see stats
The secret city
Discovered the truth about mages.By Sage the Thalore Archer level 13
39th Dusk 122nd year of Ascendancy at 15:34 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By Sage the Thalore Archer level 16
6th Haze 122nd year of Ascendancy at 22:28 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Sage the Thalore Archer level 14
50th Dusk 122nd year of Ascendancy at 02:48 see stats
Log
Attenuate from Nerygata the Guardian hits Sage for 70 temporal damage.
Resting starts...
Rested for 1 turns (stop reason: taken damage).
Something hits Sage for 137 temporal damage.
Talent Pin Down is ready to use.
Attenuate from Nerygata the Guardian hits Sage for 70 temporal damage.
Resting starts...
Infusion: Healing is still on cooldown for 5 turns.
Rested for 1 turns (stop reason: taken damage).
Attenuate from Nerygata the Guardian hits Sage for 70 temporal damage.
Sage speeds up.
Sage is recovering from the damage!
Ran for 2 turns (stop reason: taken damage).
Sage stops regenerating health quickly.
Attenuate from Nerygata the Guardian hits Sage for 153 temporal damage.
Ran for 2 turns (stop reason: taken damage).
Talent Sentinel is ready to use.
Talent Fragmentation Shot is ready to use.
Something hits Sage for 134 temporal damage.
Attenuate from Nerygata the Guardian hits Sage for 161 temporal damage.
Resting starts...
Infusion: Healing is still on cooldown for 2 turns.
Rested for 1 turns (stop reason: taken damage).
Something hits Sage for 182 physical damage.
Sage the level 22 thalore archer was squished to death by Nerygata the Guardian on level 1 of Ruined Dungeon.



















































































