Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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. Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
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:
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 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.
Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. 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 | Male |
Race | Drem |
Class | Rogue |
Level / Exp | 21 / 96% |
Size | medium |
Lifes / Deaths | Killed by The Spinal Cord at level 2 on the 19th Voratun 122nd year of Ascendancy at 05:05 1 / 4Killed by The Shade at level 6 on the 24th Voratun 122nd year of Ascendancy at 13:28 Killed by spitting spider at level 7 on the 16th Profit 122nd year of Ascendancy at 09:15 Killed by Gunsnake at level 7 on the 16th Profit 122nd year of Ascendancy at 12:43 |
Primary Stats
Strength | 31 (base 11) |
Dexterity | 83 (base 50) |
Constitution | 11 (base 10) |
Magic | 17 (base 10) |
Willpower | 18 (base 10) |
Cunning | 74 (base 41) |
Resources
Life | 457/457 |
Stamina | 130/130 |
Healing Factor | 1.2597162075846 |
Regeneration | 0.56687229341307 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | -995 |
Infravision | 8 |
See Stealth | 44.193139639813 |
See Invisible | 44.193139639813 |
Stealth | 54 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 70 |
Accuracy | 62 |
Crit Chance | 29% |
APR | 18 |
Speed | 1.00 |
Offense: Offhand
Damage | 20 |
Accuracy | 41 |
Crit Chance | 32% |
APR | 28 |
Speed | 1.00 |
Offense: Spell
Spellpower | 17 |
Crit Chance | 22% |
Speed | 1 |
Offense: Mind
Mindpower | 41 |
Crit Chance | 29% |
Speed | 1 |
Offense: Damage Bonus
Cold | +3% |
Acid | +11% |
Light | +25% |
Nature | +65% |
Offense: Damage Penetration
Blight | +5% |
Acid | +31% |
Arcane | +15% |
Nature | +36% |
Defense: Base
Armour (hardiness) | 10 (38.594633868923%) |
Defense | 60 |
Ranged Defense | 60 |
Fatigue | 0 |
Physical Save | 35 |
Spell Save | 27 |
Mental Save | 27 |
Defense: Resistances
Acid | + 43%( 70%) |
Light | + 39%( 70%) |
Blight | + 26%( 70%) |
Nature | + 70%( 70%) |
Darkness | + 26%( 70%) |
All | + 13%( 70%) |
Defense: Immunities
Stun Resistance | 0% |
Instadeath Resistance | 100% |
Disarm Resistance | 20% |
Poison Resistance | 50% |
Blind Resistance | 20% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 188 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 126 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: 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 33% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 469% 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 Willpower stat. |
Class Talents
Cunning / Stealth | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Duelist | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Cunning / Poisons | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 4/5 |
Race / Drem | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
talent | Quickdraw |
talent | Apply Poison |
talent | Trained Reactions |
talent | Stealth |
talent | Numbing Poison |
talent | Volatile Poison |
beneficial effect | Has 10 throwing knives prepared: 10 KnivesRange: 7 Net Damage: 119 - 167 Accuracy: 77 (knife) APR: 25 Crit Chance: +46% Crit mult: 195% Uses Stats: 50% Cun, 70% Dex |
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 successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost defiler from death by Velera the fire drake. Escort: lost defiler (level 1 of Daikara) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Daikara. Escort: lost defiler (level 2 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved Dexterity 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 fire dragon that dwelled there. | 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 Shax 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. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' | 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 |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Huraregas the pair of dwarven-steel boots (0 def, 4 armour) Huraregas the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +4 Cun +2 Wil dps ---------- On Hit (Melee): * 10% chance to slow global speed by 53% ----- def ----- Armour +4 Fatigue +3% Resists +12% acid Phys.save +6 (+3 eff.) Spell.save +7 (+4 eff.) Mind.save +8 (+4 eff.) Blind- +20% Disarm- +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Summertide Phial Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(66 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | Aerytta (1 def, 4 armour) Aerytta (1 def, 4 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +5 Str +4 Dex +2 Wil dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +11% nature ----- def ----- Armour +4 Defense +1 (+0 eff.) Resists +16% nature A pointy cloth hat, very wizardly... |
On hands | Glorywyn the Loamrock (0 def, 2 armour) Glorywyn the Loamrock (0 def, 2 armour)1.0 T2 hands armor [Rare] Nature While equipped: Stats +4 Str +7 Dex dps ---------- Melee+ 8 acid Dmg.mod +5% acid +3% nature Res.pen +10% nature ----- def ----- Armour +2 Resists +7% acid ---------- misc Infravis +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | iron torque of psionic shield 'Cuthonarikath' [power 27] (25 cooldown) iron torque of psionic shield 'Cuthonarikath' [power 27] (25 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +2 Mag dps ---------- Crit.mult +10.00% Res.pen +5% blight +15% arcane Acc +15 (+4 eff.) Melee Ret 6 physical ----- def ----- Crit.chn- 5.00% Setup a psionic shield, reducing all damage taken by 27 for 5 turns Puts all charms on 25 cooldown 100% to reduce fatigue by 20% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | Blindpassion the copper ring Blindpassion the copper ring0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +3 Str +3 Dex +5 Wil +5 Cun dps ---------- Crit.mult +5.00% Phys.pwr +10 (+3 eff.) Mind.pwr +6 (+2 eff.) Dmg.mod +3% cold On Hit (Melee): * 20% chance to reduce damage dealt by 22% Rings make your fingers look great! |
On fingers | rogue's steel ring of nature (+22%) rogue's steel ring of nature (+22%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +11% nature ----- def ----- Defense +4 (+1 eff.) Resists +22% nature Rings make your fingers look great! |
Around neck | Fanged Collar Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+7 eff.) Spell.save +15 (+8 eff.) Mind.save -7 (-4 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
In main hand | caustic iron dagger of amnesia (10-14 power, 5 apr) caustic iron dagger of amnesia (10-14 power, 5 apr)1.0 T1 dagger 1H weapon [Ego++] Nature/Psionic Power 10.5 - 13.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Crit.r2 +6 acid +7 nature On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: dps ---------- Res.pen +6% acid +6% nature Apr +6 Sharp, short and deadly. |
Around waist | spiritwalker's hardened leather belt of burglary spiritwalker's hardened leather belt of burglary1.0 T3 belt armor [Ego++] Arcane/Master While equipped: Stats +5 Dex +3 Mag +5 Cun +6 Lck ----- def ----- Stealth +5 ---------- misc T.Disarm +5 Mana/turn +0.20 Max.mana +26.00 Infravis +4 A belt that goes around your waist. |
In off hand | Serpent's Glare (7-8 power, 15 apr, nature damage) Serpent's Glare (7-8 power, 15 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 250.48 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Cloak | cashmere cloak 'Sewergash' (2 def, 0 armour) cashmere cloak 'Sewergash' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Cun +3 Dex dps ---------- Dmg.mod +6% acid +15% light Res.pen +10% nature +25% acid Melee Ret 2 nature ----- def ----- Defense +2 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Evermoss Robe (12 def, 0 armour) Evermoss Robe (12 def, 0 armour)2.0 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+4 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+3 eff.) Resists +25% nature +13% all Phys.save +15 (+7 eff.) HP.reg +0.20 Heal.mod +15% ---------- misc Masteries +0.30 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
Inventory
wild infusion of the duelist (res 33%; physical; dur 2; cd 14) wild infusion of the duelist (res 33%; physical; dur 2; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd 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 33% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
blink rune of the duelist (range 7; phase 22; cd 14) blink rune of the duelist (range 7; phase 22; cd 14)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 7 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 7 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 22%, your defense is increased by 22 and all your resistances by 22%. 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. |
cleansing steel amulet of mastery (0.10 Cunning / Poisons) cleansing steel amulet of mastery (0.10 Cunning / Poisons)0.1 T2 amulet jewelry [Ego] Disrupt/Master While equipped: ----- def ----- Resists +14% nature +14% blight Poison- +22% Disease- +21% ---------- misc Masteries +0.10 Cunning/Poisons Amulets make your neck look great! |
steel amulet 'Phlegmpulverizer' steel amulet 'Phlegmpulverizer'0.1 T2 amulet jewelry [Rare] Arcane While equipped: Stats +4 Mag dps ---------- Dmg.mod +6% acid +15% physical +9% nature On Hit (Melee): * 10% chance to reduce armor by 20% ----- def ----- Resists +6% acid ---------- misc Max.stam +20.00 Amulets make your neck look great! |
Belonor Belonor0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Dex dps ---------- Dmg.mod +11% nature ----- def ----- Armour +12 Resists +22% nature +6% temporal Spell.save +6 (+3 eff.) Cut- +10% Rings make your fingers look great! |
Vargh Redemption Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 9.76 cold and 9.48 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
gold ring gold ring0.1 T3 ring jewelry [Normal] Rings make your fingers look great! |
titan's copper ring of perseverance titan's copper ring of perseverance0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) HP.reg +2.00 Stun/Frz- +21% Rings make your fingers look great! |
wizard's steel ring of lightning (+22%) wizard's steel ring of lightning (+22%)0.1 T2 ring jewelry [Ego] Arcane/Nature While equipped: Stats +3 Mag dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Spell.save +6 (+3 eff.) Rings make your fingers look great! |
Smolderdeath (20-25 power, 6 apr) Smolderdeath (20-25 power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Master Power 19.5 - 25.4 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Dmg.mod +6% fire ----- def ----- Resists +12% temporal Max.HP +40.00 Disarm- +20% Stun/Frz- +10% Sharp, short and deadly. |
Spellblaze Shard (20-26 power, 10 apr) Spellblaze Shard (20-26 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Umbral Razor (25-32 power, 10 apr) Umbral Razor (25-32 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex, 15% Mag Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 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 dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 57.45 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. |
enhanced dwarven-steel dagger of rage (18-23 power, 7 apr) enhanced dwarven-steel dagger of rage (18-23 power, 7 apr)1.0 T3 dagger 1H weapon [Ego++] Nature/Master Power 17.5 - 22.8 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +12 Str +4 Dex +5 Mag +4 Wil +5 Cun +6 Con dps ---------- Dmg.mod +5% physical Acc +7 (+2 eff.) Sharp, short and deadly. |
Earathel the vined mindstar (5-6 power, 18 apr, nature damage) Earathel the vined mindstar (5-6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Random Unique] Nature/Psionic Power 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% On Hit: * 10 arcane resource burn While equipped: Stats +5 Cun +3 Wil dps ---------- Mind.crit +2% Crit.mult +16.00% Mind.pwr +4 (+1 eff.) On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +6% light +6% acid Spell.save +3 (+2 eff.) ---------- misc 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. |
Windsquall (2-3 power, 12 apr, mind damage) Windsquall (2-3 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Rare] Nature Power 2.5 - 2.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% On Hit.r1 +16 cold While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Dmg.mod +2% nature Melee Ret 2 nature On Hit (Melee): * 20% chance to slow global speed by 53% ----- def ----- Resists +2% blight +6% nature +3% mind Disease- +12% ---------- misc 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. |
Xerildassra (15-18 power, 3 apr, darkness element) Xerildassra (15-18 power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Random Unique] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +7 Mag +7 Wil +9 Cun dps ---------- Spell.crit +12% Spell.pwr +10 (+6 eff.) S.pwr/crit +5 Dmg.mod +15% darkness +21% mind ----- def ----- Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +7 (+3 eff.) ---------- misc Vim/s.crit +2.00 Max.vim +20.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Mighty Girdle Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
rough leather belt of burglary rough leather belt of burglary1.0 T1 belt armor [Ego+] Master While equipped: Stats +4 Dex +4 Cun +6 Lck ----- def ----- Stealth +6 ---------- misc T.Disarm +6 Infravis +3 A belt that goes around your waist. |
spellcowled linen cloak of sorcery (1 def, 0 armour) spellcowled linen cloak of sorcery (1 def, 0 armour)2.0 T1 cloak armor [Ego++] Arcane While equipped: Stats +5 Mag +3 Wil dps ---------- Spell.crit +4% ----- def ----- Defense +1 (+0 eff.) Spell.save +6 (+3 eff.) ---------- misc Max.mana +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
focusing woollen robe of lightning (+15%) (0 def, 0 armour) focusing woollen robe of lightning (+15%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Dmg.mod +10% lightning ----- def ----- Resists +15% lightning +9% all ---------- misc Mana/turn +0.15 Psi/turn +0.11 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant cashmere robe of life (0 def, 0 armour) verdant cashmere robe of life (0 def, 0 armour)2.0 T3 cloth armor [Ego++] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +9% nature ----- def ----- Resists +10% blight +11% all Max.HP +40.00 HP.reg +2.10 Heal.mod +16% Poison- +24% Disease- +23% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Foresttide (0 def, 2 armour) Foresttide (0 def, 2 armour)1.0 T2 hands armor [Rare] Arcane While equipped: Stats +8 Mag dps ---------- Spell.crit +2% Spell.pwr +5 (+4 eff.) Dmg.mod +7% arcane Res.pen +15% blight +15% nature ----- def ----- Armour +2 Spell.save +6 (+3 eff.) 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. |
Blazebreak the iron helm (0 def, 3 armour) Blazebreak the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Str +2 Con dps ---------- Mind.crit +3% Dmg.mod +3% fire ----- def ----- Armour +3 Fatigue +5% Resists +6% acid +9% blight Phys.save +6 (+3 eff.) Spell.save +3 (+2 eff.) Mind.save +6 (+3 eff.) 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Nature's Blessing (8 def, 6 armour) Nature's Blessing (8 def, 6 armour)9.0 T2 light armor [Unique] Nature/Disrupt While equipped: Stats +3 Wil +4 Con ----- def ----- Armour +6 Defense +8 (+2 eff.) Rng.Def +4 (+1 eff.) Fatigue +8% Resists +20% nature +25% arcane Spell.save +18 (+9 eff.) HP.reg +1.00 Heal.mod +20% Stun/Frz- +25% ---------- misc Masteries +0.20 Wild-gift/Antimagic Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
onyx onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Rungof's Fang Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "The Illusory Castle" Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Heart of the Sandworm Queen Heart of the Sandworm Queen0.0 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. |
Zubybretira the brass lantern Zubybretira the brass lantern2.0 T1 lite [Rare] Master While equipped: Stats +3 Str +1 Wil dps ---------- On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +6% mind ---------- misc Light +5 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. |
brass lantern brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 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. |
brass lantern of clarity brass lantern of clarity2.0 T1 lite [Ego] Psionic While equipped: ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Light +3 See.Stealth +6 See.Invis +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. |
Eye of the Dreaming One Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
garnet garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
iron torque of psionic shield [power 23] (25 cooldown) iron torque of psionic shield [power 23] (25 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 23 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
supercharged ash totem of stinging [power 218] (19 cooldown) supercharged ash totem of stinging [power 218] (19 cooldown)2.0 T2 totem charm [Ego] Nature Sting an enemy dealing 360 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 19 cooldown Natural totems are made by powerful wilders to store nature power. |
quartz quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
By Shisui the Drem Rogue level 18
24th Wealth 122nd year of Ascendancy at 11:21 see stats
By Shisui the Drem Rogue level 10
18th Profit 122nd year of Ascendancy at 20:57 see stats
By Shisui the Drem Rogue level 20
41st Dearth 122nd year of Ascendancy at 02:18 see stats
By Shisui the Drem Rogue level 21
20th Shortage 122nd year of Ascendancy at 22:13 see stats
By Shisui the Drem Rogue level 18
25th Wealth 122nd year of Ascendancy at 20:32 see stats
By Shisui the Drem Rogue level 14
10th Wealth 122nd year of Ascendancy at 00:13 see stats
By Shisui the Drem Rogue level 16
17th Wealth 122nd year of Ascendancy at 00:56 see stats
Log
Today is the 1st Iron of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:16.
Today is the 2nd Iron of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:43.
Today is the 3rd Iron of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:58.
Today is the 4th Iron of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:25.
Today is the 5th Iron of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:40.
Today is the 6th Iron of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:06.
Today is the 7th Iron of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:21.
There is a Hidden teleportation portal to Angolwen, the hidden city of magic here (press '' or right click to use).
Today is the 8th Iron of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:36.
Today is the 9th Iron of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:03.
Today is the 10th Iron of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:18.
Today is the 11st Iron of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:45.
Today is the 12nd Iron of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:00.
Today is the 13rd Iron of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:26.
Today is the 14th Iron of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:41.
Today is the 15th Iron of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:08.
There is a Entrance to the Scintillating Caves here (press '' or right click to use).
There is a Elvala (Town) here (press '' or right click to use).
Today is the 16th Iron of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:23.
Today is the 17th Iron of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:38.
There is a Entrance to the Scintillating Caves here (press '' or right click to use).
Ran for 11 turns (stop reason: hostile spotted to the north (adventurers party)).
Today is the 18th Iron of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 14:58.
Today is the 19th Iron of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:13.
There is a Entrance to a ruined dungeon here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).