











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Ashes of Urh'Rok 1.7.4Official Expansion!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 Nekarcos's Quality of Life 07: Visible Size Categories (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Embers of Rage 1.7.4Official Expansion!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. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Shalore |
| Class | Reaver |
| Level / Exp | 14 / 35% |
| Size | medium |
| Lifes / Deaths | Killed by The Shade at level 7 on the 1st Haze 122nd year of Ascendancy at 00:26 0 / 6Killed by thief at level 13 on the 34th Haze 122nd year of Ascendancy at 21:24 Killed by Emariath the Guard at level 13 on the 35th Haze 122nd year of Ascendancy at 01:30 Killed by Ivyldatira the Thug at level 13 on the 35th Haze 122nd year of Ascendancy at 02:49 Killed by Bandit Leader Salyldalle at level 14 on the 35th Haze 122nd year of Ascendancy at 10:09 Killed by Bandit Leader Salyldalle at level 14 on the 35th Haze 122nd year of Ascendancy at 11:22 |
Primary Stats
| Strength | 42 (base 34) |
| Dexterity | 12 (base 11) |
| Constitution | 13 (base 10) |
| Magic | 43 (base 36) |
| Willpower | 20 (base 10) |
| Cunning | 14 (base 10) |
Resources
| Life | -125/301 |
| Vim | 46/206 |
| Healing Factor | 1.2283363011315 |
| Regeneration | 3.9920929786775 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 6 |
Offense: Mainhand
| Damage | 26 |
| Accuracy | 43 |
| Crit Chance | 8% |
| APR | 9 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 16 |
| Accuracy | 43 |
| Crit Chance | 8% |
| APR | 9 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 41 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 19 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +12% |
| Light | +15% |
| Mind | +3% |
| Physical | +13% |
| Cold | +6% |
| Nature | +8% |
Offense: Damage Penetration
| Blight | +35% |
| Lightning | +5% |
| Darkness | +15% |
Defense: Base
| Armour (hardiness) | 34.335093952971 (47.857809501309%) |
| Defense | 14 |
| Ranged Defense | 14 |
| Fatigue | 12 |
| Physical Save | 27 |
| Spell Save | 27 |
| Mental Save | 23 |
Defense: Resistances
| Darkness | + 15%( 70%) |
| Acid | + 17%( 70%) |
| Nature | + 13%( 70%) |
| Temporal | + 8%( 70%) |
| Cold | + 20%( 70%) |
| Lightning | + 9%( 70%) |
| Fire | + 6%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 192 damage for 4 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 20 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 67 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 Magic stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 5 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 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 18%, your defense is increased by 18 and all your resistances by 18%. Its effects scale with your Magic stat. |
Class Talents
| Corruption / Scourge | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Reaving combat | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Vim | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Sanguisuge | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Bone | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| Corruption / Plague | 1.30 |
| 3/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Generic Talents
| Corruption / Vile life | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Torment | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 4/5 |
| 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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You must explore the renegade Shaloren camp. | active |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by bee swarm. Escort: lost sun paladin (level 2 of Old Forest) | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 the fox. He has given you some notes on the ingredients: * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one 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.' * You've found the needed red crystal shard. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' | 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 within | active |
Equipment
| On feet | pair of rough leather boots 'Vorarivea' (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Ignore resists +20% blight When Hit 2 blight defense ------ Armor +1 Resistance +6% fire +3% nature +6% cold Crit Resistance 5.00% A pair of boots made of leather. |
| Light source | brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- 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. |
| On head | bladed rough leather cap of might (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego++] Master While equipped: Stats +6 Str +2 Con offense ------ Physical Power +3 (+2 eff.) defense ------ Armor +1 Fatigue +1% Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 93.1 Physical damage. If the attack hits, the target is confused (26% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
| On hands | Radiancespar the dwarven-steel gauntlets (0 def, 8 armour)1.5 Encumbrance T2 hands armor [Rare] Nature While equipped: offense ------ On-Hit 7 physical Damage +15% light +5% physical +3% mind +6% cold When Hit 4 light defense ------ Armor +8 Fatigue +3% other ------- Light +2 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 | elm totem of healing [power 116] (10/15 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | Ring of Growth0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil offense ------ Damage +8% nature +8% physical defense ------ Resistance +10% nature Physical save +8 (+4 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| On fingers | savage's steel ring of pilfering0.1 Encumbrance T2 ring jewelry [Ego++] Master While equipped: Stats +1 Con offense ------ Accuracy +8 (+3 eff.) Ignore Armor +7 defense ------ Defense +8 (+7 eff.) Spell save +12 (+6 eff.) other ------- Max stamina +12.00 Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 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 115% 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! |
| Around neck | The Black Core0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: offense ------ Spellpower +5 (+2 eff.) 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." |
| In main hand | arcing iron waraxe of paradox (12-16 power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Ego] Arcane Weapon Damage 11.5 - 16.1 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +6 temporal On Hit: * 25% chance for lightning to strike from the target to a second target dealing 71 damage While equipped: defense ------ Resistance +5% temporal One-handed war axes. |
| Around waist | rough leather belt of the mystic1.0 Encumbrance T1 belt armor [Ego] Arcane While equipped: offense ------ Spellpower +2 (+1 eff.) defense ------ Mind save +6 (+3 eff.) A belt that goes around your waist. |
| In off hand | arcing iron waraxe (12-17 power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Ego] Arcane Weapon Damage 12.0 - 16.8 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 71 damage One-handed war axes. |
| Cloak | Blazebreaker (2 def, 7 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: offense ------ Damage +12% lightning Ignore resists +15% darkness +5% lightning When Hit 2 darkness On-Hit (Melee): * 10% chance to reduce damage dealt by 11% defense ------ Armor +7 Defense +2 (+2 eff.) Resistance +3% temporal +14% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Lightningshear the dwarven-steel mail armour (3 def, 15 armour)14.0 Encumbrance T3 heavy armor [Random Unique] Master/Psionic While equipped: Stats +3 Cun +3 Wil offense ------ Spellpower +15 (+5 eff.) Spellpower/crit +2 Ignore resists +15% blight defense ------ Armor +15 Defense +3 (+3 eff.) Fatigue +8% Resistance +17% acid +9% lightning Physical save +8 (+4 eff.) Mind save +10 (+5 eff.) A suit of armour made of mail. |
Inventory
movement infusion of the wizard (speed 558%; cd 17)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 558% 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. |
regeneration infusion (heal 141; 13 cd)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 141 life over 5 turns. 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 24%; mental; dur 2; 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 cure yourself of one random mental effect and reduce all damage taken by 24% for 2 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. |
Prismatic Rune (6 turns; acid, physical, darkness, arcane, mind)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: 4 acid, 2 physical, 4 darkness, 5 arcane, 4 mind Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Reflection (--)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 315 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
biting gale rune of the wizard (damage 132; dur 4; cd 23)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 23 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 132.08 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. 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. |
shatter afflictions rune of the duelist (absorb 35; cd 22)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 22 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 35 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
grounding steel amulet of mastery (0.15 Technique / Combat training)0.1 Encumbrance T2 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +10% lightning Stun Resist +20% other ------- Masteries +0.15 Technique/Combat training Amulets make your neck look great! |
restful gold amulet of constitution (+4)0.1 Encumbrance T3 amulet jewelry [Ego] Nature/Master While equipped: Stats +4 Con defense ------ Fatigue -4% Life Regen +1.00 Amulets make your neck look great! |
serendipitous gold amulet0.1 Encumbrance T3 amulet jewelry [Ego+] Nature While equipped: Stats +8 Lck offense ------ Accuracy +7 (+3 eff.) defense ------ Defense +8 (+7 eff.) Resist unseen 13% Amulets make your neck look great! |
starlit copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +10% light +10% darkness Blind Resist +20% Amulets make your neck look great! |
Eilinimina the steel ring0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: Stats +1 Cun +1 Str offense ------ Physical Power +25 (+11 eff.) Damage +12% cold defense ------ Resistance +2% physical +24% cold other ------- Max stamina +20.00 Rings make your fingers look great! |
Wheel of Fate0.1 Encumbrance T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
copper ring of darkness (+20%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: offense ------ Damage +10% darkness defense ------ Resistance +20% darkness Rings make your fingers look great! |
mule's steel ring of frost (+20%)0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: offense ------ Damage +10% cold defense ------ Fatigue -4% Resistance +20% cold other ------- Encumbrance +20 Rings make your fingers look great! |
savage's gold ring of luminosity0.1 Encumbrance T3 ring jewelry [Ego++] Arcane/Master While equipped: Stats +2 Mag +1 Con offense ------ On-Hit 16 light On-Ranged-Hit 17 light Damage +10% light defense ------ Spell save +10 (+5 eff.) other ------- Max stamina +13.00 Rings make your fingers look great! |
sneakthief's gold ring0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: Stats +5 Cun +5 Dex offense ------ Accuracy +6 (+2 eff.) Rings make your fingers look great! |
wizard's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag defense ------ Spell save +4 (+2 eff.) Rings make your fingers look great! |
Bill's Tree Trunk (30-51 power, 7 apr)5.0 Encumbrance T1 greatmaul 2H weapon [Unique] Master Weapon Damage 30.0 - 51.0 Physical Uses 130% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +7 Critical Rate +1.5% Attack Speed 100% While equipped: Shattering Blow: Effective talent level: 2.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 13 Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 36% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
arcing iron greatsword of phasing (16-25 power, 11 apr)3.0 Encumbrance T1 greatsword 2H weapon [Ego] Arcane Weapon Damage 15.5 - 24.8 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +11 Critical Rate +2.5% Attack Speed 100% Ignore Shields +14% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 71 damage Massive two-handed swords. |
Crooked Club (25-35 power, 4 apr)3.0 Encumbrance T2 mace 1H weapon [Unique] Master Weapon Damage 25.0 - 35.0 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +10.0% Attack Speed 100% On-hit +14% confusion +30 physical On Hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) While equipped: offense ------ Accuracy +12 (+4 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
Serpent's Glare (7-8 power, 15 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Unique] Nature Weapon Damage 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +15 Critical Rate +7.0% Attack Speed 100% Damage Conversion 30% poison While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) Damage +10% nature defense ------ Resistance +10% nature Poison Resist +50% Spit Poison: Effective talent level: 2.0 Power cost 8 out of 8/8. Range 10 Cooldown: 6 Travel.spd instantaneous Is: a nature gift Description: Spit poison at your target, doing 183.95 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
mighty rough leather sling of lightning4.0 Encumbrance T1 sling 1H weapon Reqs Shoot [Ego] Arcane/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +6 On-ranged-hit +6 lightning While equipped: Stats +1 Str offense ------ Physical Power +5 (+3 eff.) Damage +10% lightning Slings are used to hurl stones or metal shots at your foes. |
ash starstaff of breaching (15-18 power, 3 apr, light element)5.0 Encumbrance T2 staff 2H weapon [Ego+] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+2 eff.) Damage +15% light Ignore resists +8% light other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel elm vilestaff (10-12 power, 2 apr, blight element)5.0 Encumbrance T1 staff 2H weapon [Ego] Master Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +6% Critical power +11.00% Spellpower +3 (+1 eff.) Damage +10% blight other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dwarven-steel waraxe 'Tundrasage' (20-28 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Rare] Master Weapon Damage 20.0 - 28.0 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-Hit, radius 1 +4 cold On Critical: * Wound the target dealing 128 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +5.0% Physical Power +9 (+5 eff.) Damage +6% nature Ignore resists +10% cold defense ------ Defense +10 (+8 eff.) Resistance +3% light +3% physical Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% One-handed war axes. |
iron waraxe 'Scaldpunish' (11-15 power, 10 apr)3.0 Encumbrance T1 waraxe 1H weapon [Rare] Arcane Weapon Damage 11.0 - 15.4 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +3.5% Attack Speed 100% Ignore Shields +11% On-crit, radius 2 +4 acid While equipped: offense ------ Ignore resists +15% light defense ------ Resistance +6% fire One-handed war axes. |
pair of hardened leather boots 'Flowertooth' (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +1 Dex +2 Cun +5 Con offense ------ Physical Crit +4.0% Physical Power +4 (+2 eff.) Ignore Armor +5 When Hit 2 mind On-Hit (Melee): * 10% chance to slow global speed by 38% defense ------ Armor +3 other ------- Light +2 A pair of boots made of leather. |
pair of iron boots 'Murktooth' (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Wil offense ------ When Hit 6 mind defense ------ Armor +3 Fatigue -2% Resistance +3% nature Physical save +5 (+3 eff.) other ------- Encumbrance +21 Psi when Hit +0.08 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
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 8 out of 24/24. Range 10 Travel.spd instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 27.16 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. |
Glorethra the Searblood (10 def, 5 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ When Hit 10 fire 2 physical defense ------ Armor +5 Defense +10 (+8 eff.) Fatigue +1% Resistance +7% cold other ------- Breathe water A cap made of leather. |
Xanath the Shadowslicer (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: offense ------ Damage +3% darkness Ignore resists +5% darkness On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) * 10% chance to reduce damage dealt by 11% defense ------ Armor +1 Fatigue +1% Physical save +11 (+6 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A cap made of leather. |
prismatic steel mail armour of fire resistance (2 def, 6 armour)14.0 Encumbrance T2 heavy armor [Ego] Arcane/Master While equipped: defense ------ Armor +6 Defense +2 (+2 eff.) Fatigue +12% Resistance +17% fire +10% light +11% darkness A suit of armour made of mail. |
Skin of Many (12 def, 6 armour)9.0 Encumbrance T2 light armor [Unique] Master While equipped: Stats +4 Con defense ------ Armor +6 Defense +12 (+9 eff.) Fatigue +7% Life +40.00 other ------- Infravision +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
cleansing rough leather armour of acid resistance (3 def, 2 armour)9.0 Encumbrance T1 light armor [Ego] Disrupt/Master While equipped: defense ------ Armor +2 Defense +3 (+3 eff.) Fatigue +6% Resistance +16% acid +11% nature +11% blight A suit of armour made of leather. |
Coral Spray (8 def, 8 armour, 48 block)7.0 Encumbrance T1 shield armor Reqs - Shield usage training [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. defense ------ Armor +8 Defense +8 (+7 eff.) Fatigue +12% Resistance +15% cold +10% fire other ------- Max air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
steel shield of the stars (0 def, 4 armour, 43.5 block)7.0 Encumbrance 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 +1 Cun +1 Mag offense ------ Damage +11% light +11% darkness defense ------ Armor +4 Fatigue +8% Resistance +11% light +11% darkness other ------- Talents +1 Block Handheld deflection devices. |
2 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. |
2 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. |
2 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+6 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+6 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
woodsman's iron pickaxe (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str offense ------ Damage +6% nature defense ------ Resistance +10% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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 (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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. |
self-loading pouch of steel shots of wind (17/17, 18-22 power, 2 apr)3.0 Encumbrance T2 shot ammo Reqs Dex 16 [Ego] Arcane/Nature Weapon Damage 18.0 - 21.6 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 17 Auto Reload 4 Projectile Speed +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 91 physical damage Shots are used with slings to pummel your foes to death. |
cleansing yew totem of summon tentacle [power 195] (10/25 cooldown)2.0 Encumbrance T3 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 414 Base Damage: 207 Armor: 17 All Resist: 17 Puts all charms on 25 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
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. |
focusing elm wand of shielding [power 116] (10/20 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 20 turn cooldown 100% to reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
supercharged elm wand of lightning storm [power 140] (10/19 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 31 lightning damage and will be dazed for 1 turn (156 total damage) Puts all charms on 19 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
6 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. |
2 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
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Pieo the Shalore Reaver level 10
11st Haze 122nd year of Ascendancy at 22:02 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Pieo the Shalore Reaver level 13
34th Haze 122nd year of Ascendancy at 21:20 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Pieo the Shalore Reaver level 11
13rd Haze 122nd year of Ascendancy at 08:54 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Pieo the Shalore Reaver level 6
79th Pyre 122nd year of Ascendancy at 22:17 see stats
Log
Rotting Disease from Pieo killed Mountain troll!
Pieo casts Cyst Burst.
Bandit Leader Salyldalle uses Clinch.
Bandit Leader Salyldalle performs a melee critical strike against Pieo!
Pieo is grappled!
Bandit Leader Salyldalle is engaged in a grapple!
Pieo hits Rogue for 29 physical damage.
Overkill hits Mountain troll for 6 blight damage.
Overkill hits Bandit Leader Salyldalle for (6 flat reduction), 0 blight (0 total damage).
Melee retaliation hits Bandit Leader Salyldalle for (2 flat reduction), 0 darkness, (2 flat reduction), 0 blight, (4 flat reduction), 0 light (0 total damage).
Bandit Leader Salyldalle hits Pieo for (67 absorbed), 0 physical, (9 absorbed), 0 darkness (0 total damage).
Pieo receives 29 healing from Blood Splash.
Pieo killed Rogue!
Your shield crumbles under the damage!
The shield around Pieo crumbles.
Talent Virulent Disease is ready to use.
Grappled from Bandit Leader Salyldalle hits Pieo for (10 absorbed), 28 physical (28 total damage).
Mountain troll is afflicted by a weakness disease!
Bandit Leader Salyldalle throws two quick punches.
Bandit Leader Salyldalle performs a melee critical strike against Pieo!
The powerful blow energizes Pieo reducing their cooldowns!
Pieo hits Bandit Leader Salyldalle for (10 flat reduction), 32 lightning (32 total damage).
Pieo hits Mountain troll for 27 physical, 5 temporal, 7 physical, 10 blight, 19 physical, 8 physical, 12 blight, 81 lightning (170 total damage).
Melee retaliation hits Bandit Leader Salyldalle for (2 flat reduction), 0 darkness, (2 flat reduction), 0 blight, (3 flat reduction), 0 light, (2 flat reduction), 0 darkness, (2 flat reduction), 0 blight, (3 flat reduction), 0 light (0 total damage).
Bandit Leader Salyldalle hits Pieo for 97 physical damage.
Grappling hits Pieo for 4 physical damage.
Ruin hits Pieo for 5 healing, 6 healing (0 total damage) [11 healing].
Pieo the level 14 shalore reaver was shattered to death by Bandit Leader Salyldalle on level 1 of bandit fortress.

































































































